Official: Beyond Skyrim - TES VI #33

Post » Mon Mar 03, 2014 2:49 pm

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


We also have an official thread specifically for http://www.gamesas.com/topic/1483222-official-tes-vi-location-and-setting-speculation/ suggestions for future games.


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

Please keep any discussion of Skyrim in the correct forums.

http://www.gamesas.com/topic/1486861-official-beyond-skyrim-tes-vi-32/
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Kahli St Dennis
 
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Post » Mon Mar 03, 2014 6:07 pm

More role-playing elements. The war questline should be large and immersive. Climbing the social ladder to noblitiy by several means. Romance certain characters through dialogue and quests, which would then lead to intercourse and tastefully handeled sixual intercourse. Adoption, homestead building, buying houses should stay. The player should have their own ship and be able to travel to port to port and could hire a crew to sail the ship. A new holiday and festival system should also be implemented, as unique celebrations would make the game feel more alive. Prices would cheapen, stors could even close for a day and the people would gather and celebrate. More role-playing options like drinking, fishing, playing games of chance a even being a bard and playing instruments.

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Anna Kyselova
 
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Post » Mon Mar 03, 2014 11:20 am

I'd like a working economy. Something that actively changes the prices of commodities with every 'reset' of the merchant's inventory, and a way for the player to affect it with his adventuring/loot selling/buying real estate/etc.

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Dominic Vaughan
 
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Post » Mon Mar 03, 2014 6:05 am

One thing they really need to implement is a respect system. Based on your choices, actions, allied, friends, clothig or armor and social statues, you should be treated differenty by other NPCs. If you killed Ulfric Stormcloak, people would known you killed him and respect, hate or fear you because of it. Your actions shuld be known throught the game. Less of that "What's the matter, someone stole your Sweetrole?" and more of the "Evening Thane" "Hail Companion" and "Citizen" based on your actions. You could also improve how NPCs see you, like giving them money, a drink, donating to charity, saving people, and they would remember you.

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CHARLODDE
 
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Post » Mon Mar 03, 2014 8:48 am

I think there's a lot of issues when it comes to balancing the mechanics for a TES game, I think in great part because console players cannot use mods, and probably cannot for a very long time if ever, although it'd be nice if hypothetically that changed in the future. Without mods, it's also harder to ensure every player enjoys the game, as is pretty obvious and goes without saying. Another problem, which I think is rooted in this, is that afaik every TES game that gets released, the devs make radical changes, which often make fans of previous games feel alienated, resulting in having to sometimes having to use several, sometimes I think even hundreds of mods, just to bring back features they missed. This might sound trivial or petty to you, although this really can lead to things like script bloating, or having hundreds of mods which are bound to conflict, and resulting crash to desktops, or even corrupted saves.

This also has the side effect, of people having to invest so much time, and energy into using mods that bring back old features, that they cannot focus as much on mods that do other things. Further more, for subscribers of their mods, this also takes up valuable mod space, meaning there are fewer potential mods they can use, without risking a potential CTD or even ruined savegame. There is a hidden, unspoken of price that is paid as a result of this.

Also trying to make a game, that will please everyone who can't use mods is... Much much more difficult. Because console gamers can't use mods, Bethesda must exercise extreme caution about how they released TES games in their vanilla state, or else console gamers will be alienated, and to make things more complicated, some gamers will feel screwed over by features that other gamers want. Because some people are sick of the features in prior TES games, and want almost everything changed, where as some people want a very specific playstyle, or type of character, who or which they fondly remember playing which also can't exist so much in another vanilla TES game, if there are too many changes, and too many old features are scrapped.

In other words, yes, how the vanilla game is DOES matter especially for console players but for everyone to some extent... Although I do hope that one day, something is done so console players are officially allowed/able to mod the game too, as that could solve so many problems, and dilemmas, and lead to an amazing game.

Now I'm not a dev or whatever, although I feel like the biggest recurring mistake Bethesda is making, is not enough gameplay customization options. I know there's the difficulty setting issue, but that only really works out for people who play specifically for the challenge of it, or people who want a story with no struggle, but it doesn't work out for people who always prefer their games in medium difficulty. That all said though, it does seem the developers learn about better ideas for an upcoming TES game, by looking at the most highly endorsed mods. Some examples of this being finally releasing dual wielding, or conjuration spells which actually reanimate, or alchemy for poisoned weapons, at least that's my impression.

I also think another example being deciding to return towards a more classic TES art style upon releasing Skyrim, and making the elves look and sound more different again.

Things I think Bethesda could do... In the vanilla game, simply give the options of gameplay mods more complicated than "hard" or "easy". With this the player can simply choose rather they want there to be restrictions or limitations on their characters abilities/skills/level, questing, and restrictions on fast travel, as well as what restrictions or options they want for things like vampirism or being a werewolf. Also a restricted loot mode, so people who hate seeing bandits in daedric can avoid that, but people who hate having to do something very specific, or go somewhere very specific aren't alienated by this either, since they can just change it with a menu.

I hope Bethesda this time, tries to imitate features similar to the Frostfall and hypothermia mod since it's so immersive.

Changing all these things with a mere menu, will not screw console gamers over, and be much easier on players and their computers than countless different mods.

Lastly... I think one MASSIVE thing is missing, which may or may not be so simple... I feel like there is a lack of ability to express ones faction loyalty.

I hope in the next TES game, that Bethesda adds the ability for the player to express their loyalty towards a specific faction... Even a faction that was mostly defeated in prior TES games, and they could have faction specific armor, and faction specific companions they take with them, and they also gain faction specific rivals in the process who try to hunt down the player, and the only guaranteed safe place to sleep in game is in your faction specific base.

Just for example, your character might want to bring back one of the Great Houses that was apparently all but defeated after the time of the Third Era, and bring it back as a revived faction, and try to inspire various NPCs to join you in this... Perhaps even play as a character who wants to revive a faction that came to end during the time of Daggerfall even.

It could be even just a very minor feature unrelated to the story, but it could add greatly to immersion I think, and would make players who still feel loyal to factions from earlier TES games, have a much better experience/

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Jesus Sanchez
 
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Post » Mon Mar 03, 2014 5:58 pm

I'll be happy as long as the quests aren't as bad as Skyrim's, and it takes place somewhere other than Black Marsh.

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x a million...
 
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Post » Mon Mar 03, 2014 8:16 am

Hmm, I'm curious, what is it about Black Marsh that deters you? Is it just something you don't want right after Skyrim, or is it something about Black Marsh itself, or a dislike of swampy environments?

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Jessica Phoenix
 
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Post » Mon Mar 03, 2014 7:18 am

Bethesda's Game Studio Todd Howard please have the PC version of The Elder Scrolls VI have all of these features.

Some new updates to my list 3/02/14

80. Miscellaneous will be put into proper categories

80. 2.0. A whole lot more traveling merchants.

80. 2.1. Merchants allow the Player Character (PC) to sell them anything. Except for stolen stuff. Stolen stuff can be sold to fences only. Also have NPC's come to merchants to sell whatever they want whenever they want dynamically all in real time. Improve the Artificial Intelligence (A.I.) for the NPC's a whole lot for the NPC's to be able to do this make it feel realistic.

80. 2.2. Let the Player Character (PC) have the ability to open her or his own bars, inns, shops, and stores.

80. 2.3. Investing in stores should increase their net wares.

80. 2.4. Trade Deliveries

80. 2.5. Haggling

80. 2.6. Scaleable objects: (Ex. cliffside, tree, dense hanging moss, etc).

80. 2.7 Drinking too much alcohol should make the Player Character (PC) drunk and throw up if he or she drinks to much.

80. 2.8. Chests need to have categories.

80. 2.9. Let the Player Character (PC) have the ability to label the containers in her house or his house.

Some new updates to my list 2/05/14

76. Combat

76. 2.2. Environmental objects: (ex. foliage) and lighting factor more into stealth.

76. 2.3. Objects: All buildings you should be able to hide when you encounter a NPC then you should be able to climb rooftops or blow out the fire on candles so you can hide in the shadows better and become more stealthy.

76. 2.4. Improved hit detection and animations: Add locational damage. If I hit a NPC with a sword very hard on their leg it should either cut off the leg or wound that NPC so bad that he will crawl. Also add a lot more body parts to be mutilated. Like in Fallout 3 but more improved.

76. 2.5. Destruction Spells should effect the environment. Flame spells and fire spells should make the foliage catch on fire like in Far Cry 2 and Far Cry 3.

80. Miscellaneous will be put into proper categories

80. 1.7. Reintroduction of smaller camps and towns a la Morrowind - tribes of desert dwelling Khajiit, Imperial spies, Alik'r traders etc.

80. 1.8. Dynamic terrain. Sand dunes that can move and bury dungeon entrances and the need to bring a machete to cut through harsh jungle.

80. 1.9. Develop Expansion Packs that add a lot of content like Shivering Isles for The Elder Scrolls IV: Oblivion and Dragonborn for The Elder Scrolls V: Skyrim for The Elder Scrolls VI. Also develop Expansion Packs like Dawnguard for The Elder Scrolls V: Skyrim that brings back lore things like how Dawnguard brought back the Snow Elves. I want to see new islands or new provinces added in Expansion Packs for The Elder Scrolls VI. I want The Elder Scrolls VI to have more than 5 Expansion Packs. Yes I said I want The Elder Scrolls VI to get more than 5 Expansion Packs and to be supported for many more years than just 2 years. The Elder Scrolls III: Morrowind has only 2 expansion packs Bloodmoon and Tribunal, The Elder Scrolls IV: Oblivion only has 1 expansion pack Shivering Isles, and The Elder Scrolls V: Skyrim only has 2 expansion packs Dawnguard and Dragonborn. The Elder Scrolls III: Morrowind, The Elder Scrolls IV: Oblivion, and The Elder Scrolls V: Skyrim could of earned so much more money from me if Bethesda Game Studios developed a few more expansion packs. I am not alone on this there are a lot of people world wide who want to purchase more expansion packs like me. No more DLC's please only include the DLC's in patches for free.

Some new updates to my list 1/07/14

81. Games

81. 1.0. Card games: Include card games where you can play for money and against other NPC's.

81. 1.1. Cheating on games: If you are caught cheating when playing games with other NPC's the other NPC's can get mad and try to kill you or fights can start breaking out between you and the NPC's fighting each other as well or if you are caught cheating NPC's can call the guards to arrest you if they want to. It all depends on how passive the NPC('s) are, is or how violent the NPC('s) are, is.

80. Miscellaneous will be put into proper categories

80. 1.4. Hand movements: When picking up objects, opening containers or picking locks actually show the hand movements of the player doing it. Same for when you are eating and drinking potions. In Crysis when you pick stuff up you can see the Player Character (PC) forearm,, fingers, hands, and wrist reach out in real time in 3D to grab and pick up the items I want to see this for The Elder Scrolls VI both in first person view and third person view.

80. 1.5. Naval battles: The Creation Engine and The Elder Scrolls V: Skyrim are capable of doing naval warfare in a large scale battle with the Player Character (PC) being able to participate in these large scale battles. According to this. http://www.andoran.com/en/ At least on the PC version of The Elder Scrolls V: Skyrim. So if The Elder Scrolls VI is set on some continent near the ocean, sea or a province of that continent near the ocean, sea I want to see docks, shipyards like the Anvil Docks in The Elder Scrolls IV: Obolivion and so you can sail boats and ships on the ocean, sea and have naval battles and have the ability to modify, customize (Modification) your ship like paint your ship with whatever colors, designs, and shapes you want and the ability to also purchase your own ship as well as the ability to build your own ship find what wood is very sturdy and has the strength to be held together depending on how big you build your ship and how you design your ship.

80. 1.6. Writing scrolls: The ability for the Player Character (PC) to write his own scrolls or to write her own scrolls as well as NPC's being able to write his or her own scrolls and you can see the scroll writing in real time you can see yourself or NPC's write the scrolls with a feather pen and dipping that feather pen in a Inkwell to get more ink on the pen when the feather pen uses up all of the ink and has no more ink on the tip of the feather pen.

76. Combat

76. 1.9. Unarmed Combat and skill trees: Like I said before bring back the attributes, classes and birthsigns so you can have the Unarmed Combat like in The Elder Scrolls III: Morrowind and have a skill tree for Unarmed Combat for The Elder Scrolls VI. So both attributes, skills like in The Elder Scrolls III: Morrowind and like in The Elder Scrolls IV: Oblivion as well as the Perks and Perk trees like in The Elder Scrolls V: Skyrim should be in The Elder Scrolls VI.

76. 2.0. Larger assortment of arrows and crossbows: Chitin, Daedric, Dwarven, Ebony, Glass, Iron, Silver, Steel, etc.

76. 2.1. Use of cloaks and animal pelts for camouflage. Use of disguises for fooling enemy factions.

75. Followers

75. 1.1. Follower can ride on a horse.

75. 1.2. Expand upon existing commands (Example avoid conflict, distract, hide, pickpocket, etc)

Some new updates to my list 9/21/13

78. Factions and Guilds

78. 1.3. Player Character (PC) can improve guild aesthetics: Banners, craft shops, etc.

78. 1.4. Less radiant quests. More structured quests with very good immersive story telling.

78. 1.5. Skill requirements: Requiring you to have skills for certain things.

78. 1.6. Rival guilds: Consequences and restrictions.

78. 1.7. Player Character (PC) leadership roles: Player Character (PC) actions have an actual impact on the guild he, she is in and when the Player Character (PC) actually does different tasks for each of the guild members.

78. 1.8. Thieves guild: Bigger houses to burglarize with more expensive luxurious stuff to steal. The Elder Scrolls III: Morrowind has a lot of expensive luxurious different types of amulets, clothes, rings, etc to steal.

Some new updates to my list 8/17/13

80. Miscellaneous will be put into proper categories

80 1.3. Hand movements: When picking up objects, opening containers or picking locks; actually show the hand movements of the player doing it. Same for when you are eating and drinking potions.

76. Combat

76. 1.6. Blocking while dual-wielding: Was quite annoying not being able to do this in The Elder Scrolls V: Skyrim and sort of ruined dual wielding.

76. 1.7. Flaming arrows: We should be able to light an arrow on fire with braziers, torches and fire spells, flame spells so they do extra fire damage. However, they should fall shorter than ordinary arrows.

76. 1.8. Direct line of sight: Should in many cases blow your cover.

Some new updates to my list 8/01/13

76. Combat

76. 1.2. Multiple takedowns of enemies.

76. 1.3. Use of traps (Bear traps and many other different various traps).

76. 1.4. Counter attacks.

76. 1.5. Detailed gore (Ex. Slice across neck).

78. Factions and Guilds

78. 1.1. Allow us to start a guild from the ground up.

78. 1.2. Give guild members more personality.

Some new updates to my list 7/02/13.

74. Gems, Jewelery, and Jewelcrafting

74. 1.0. Being someone who collects the gem's especially the flawless gems. It would be cool in The Elder Scrolls VI so you can use those gems beyond making jewelry like adding gems to armor's and weapons that you can then fuse magic into those gems to increase the power of the enchantments even further. Like in World of Warcraft you can socket gems in your armor to increase stats. Also add Jewelcrafting as a skill also like in World of Warcraft.

Some new updates to my list 5/20/13.

75. Followers

75. 1.0. Get rid of the follower limit, or at least make it so you can get extra followers by selecting a perk in the speech tree.

76. Combat

76. 1.0. Bleeding: When you stab or cut an enemy they should start to bleed and slowly lose health. You should be able to stop the bleeding with bandages, potions or spells.

76. 1.1. Knockdowns: We should be able to knock enemies down with our fists, weapons and cause them to stagger a bit. If they are on the ground we should be able to perform a ground execution.

77. Apparel, Armor, Clothing, Clothes

77. 1.0. Make it so the Player Character (PC) and other NPC's can wear two or more rings at a time like in The Elder Scrolls IV: Oblivion.

78. Factions and Guilds

78. 1.0. Guild Members: The Player Character (PC) should not be the only person doing quests and missions for guilds. Whilst you are playing, guild members should go on contracts and missions set for them.

79. Anniversaries, Birthdays, Celebrations and Holidays

79. 1.0. Make people celebrate or mention their birthdays so it feels like NPC's are aging.

80. Miscellaneous will be put into proper categories

80. 1.0. Aging: Make the player and other NPC's age through the game like if 10 in game years pass, a child shouldn’t still be a child.

80. 1.1. Breaking Locks: Allow us to break locks with our weapons. Harder locks require better weapons, harder strikes or more strikes for them to break. Breaking locks should be very loud and alert nearby NPC's.

80. 1.2. Taxes: If the player or any other NPC owns a house in a hold or city they should have to pay a monthly tax to the count.

More updates to come when I can think of any.

1. Physical retail copy of the PC version of The Elder Scrolls VI that sells at brick and mortar retailer stores like Best Buy, Fry's Electronics, GameStop, Target, and Wal-Mart to be Digital Rights Management (DRM) free no copy protection software of any type meaning no CD Keys, SecuROM or Steam, Steam Works and of course have it ship with the Construction Set, Creation Kit or whatever the PC version of The Elder Scrolls VI's mod tools will be called like how the PC version of The Elder Scrolls III: Morrowind has on a CD disk. Well since The Elder Scrolls VI will be released on the PC and the next generation consoles coming out soon ship it on Blu-Ray disks the way the PC version of The Elder Scrolls IV: Oblivion Construction Set and the PC version of The Elder Scrolls V: Skyrim Creation Kit has to be downloaded digitally off of the internet off of The Elder Scrolls website and off of Steam from the Tools section svcks don't add subscribe button or any Steam Works buttons and Steam Workshop buttons on it now sell a Steam version specifically on Steam only and integrate Steam Workshop for the PC version of The Elder Scrolls VI Steam version only but not for the retail boxed physical copies sold at brick and mortar retailer stores leave those Digital Rights Management (DRM) free please and sell a version on http://www.gog.com/ as well I would gladly buy all 3 versions retail from brick and mortar retailer stores, off of http://www.gog.com/, and off of Steam.

1A. Digital Rights Management (DRM) is not the solution Digital Rights Management (DRM) hurts the loyal paying customers not the pirates arg ye matey copy protection should cease and never exist on the physical boxed versions of video game copies sold at brick and mortar retailer stores ever again.

1B. Do what CD Projekt RED did to The Witcher 2: Assassins of Kings offer a Digital Rights Management (DRM) free version on http://www.gog.com/ and physical boxed version of the PC version of The Elder Scrolls VI at brick and mortar retailer stores like Best Buy, Fry's Electronics, GameStop, Target, and Wal-Mart Digital Rights Management (DRM) free no CD Keys, Sony's SecuROM, Steam, Steam Works or TAGES and offer a Steam Works version specifically on Steam only.

2. Get rid of the Havok physics engine use Nvidia's PhysX physics engine Borderlands 2 uses it and it is amazing especially the blood, fluid, liquid, water simulations and tear-able cloth simulations I have no Nvidia graphic card(s) only a AMD/ATI graphic card while I can't play with PhysX on max settings I can play with them on medium settings with no freezing, stuttering issues or performance loss at all and every other graphical setting I can run on max I just don't like Havok it's terrible and sluggish also Nvidia's PhysX physics engine Software Development Kit (SDK) is free to use for all systems Xbox 360, PlayStation 3 (PS3), Wii, WIi U, and PC. Until you make a profit of $100,000 + dollars (USD).

3. Or you can just make your own proprietary physics engine made with your own source code so that you can release the full source code of your own proprietary physics engine that you made for the PC version of The Elder Scrolls VI.

3A. Oh and release full source code and Software Development Kit (SDK) ability so modders on PC can make even more better and bigger mods.

3B. Pretty sure you heard of the OpenMW Team they got a really good plan set out.

3C. https://openmw.org/en/

3D. Here is the most important part for PC gamers who are modders especially modders with programming skills Zenimax Media Inc, Bethesda Softworks, and Bethesda Game Studios please build a brand new video game engine from the ground up for PC with PC gamers in mind with your own proprietary software and middleware software so that you can release the full source code for the PC version of The Elder Scrolls VI like Id Software does with their PC versions of their video games.

3E. Build your own proprietary video game engine that has no loading screens from scratch from the ground up with your own proprietary physics engine, software, middleware software, and Source Code. CD Projekt RED developed their own proprietary video game engine that has no loading screens for The Witcher 3: Wild Hunt which is also a open world video game like The Elder Scrolls CD Projekt RED calls their proprietary developed video game engine REDengine3 you can travel from one end to the other end of the world in The Witcher 3: Wild Hunt seamlessly without any loading screens at all.

3F. Or just license Unreal Engine 4 from Epic Games and release mod tools with Unreal Development Kit 4 (UDK4) or whatever Epic Games calls the new Unreal Development Kit (UDK) for Unreal Engine 4.

4. Develop fully 3D modeled dynamic weather effects like real volumetric clouds rather than being simply painted in the skybox same goes for dust, rain and snow have it all be full 3D modeled and dynamically rendered in real time.

4A. Add dynamic volumetric fog Crytek's CryEngine 3 does this and Crytek says the PC version of Crysis 3 will also have this.

5. Add support for all 4 Windows versions for the PC version of The Elder Scrolls VI Windows XP, Windows Vista, Window 7, and Windows 8 I do hate Windows 8 certification thing that Microsoft added though and I hate the Microsoft Windows store as well :/.

5A. Add support for all 3 DirectX versions DIrectX 9, DirectX 10 and DirectX 11 and DirectX 11 to it's fullest potential with all the DIrectX 11 features such as tessellation and the ability to render Unlimited Particles FX and Nvidia's PhysX physics engine features APEX Clothing, APEX Destruction and APEX Turbulence.

6. Crytek's CryEngine 3 can render Unlimited Particles at a time and Crytek said Crysis 3 will have that.

6A. Same goes for Epic Games Unreal Engine 4 although I think Epic Games said that Unreal Engine 4 can render over 1,000,000 particles at a time.

7. I want The Elder Scrolls VI to have 500 hours of quests and to be open world bigger than The Elder Scrolls III: Morrowind, The Elder Scrolls IV: Oblivion and The Elder Scrolls V: Skyrim combined with 600 places to explore.

8. More animations than ever before ability to repair weapons and armor and to actually see myself in 3rd person at work benches stitching clothing and armor together with thread in cloth or leather and pounding out iron, steel or what ever else metal the armor is made of with a hammer.

8A. More eating Animations I don't want to see NPC's when they drink different types of beverages to drink out of the same mug and tankard when they drink Mead from a Mead bottle show the Mead bottle or if they are drinking different colored glass potion bottles see them drink out of that specific colored potion bottle and animation for that or if they drink the different types of beverage bottles that there are see them drink those with that color same goes for food if they eat bread show the NPC's holding bread in their hands and bringing it to put in their mouth to eat it if it's soup show them eating soup with a spoon or if it's apples, dog meat, or venison see them eat those different types of food don't have the bread eating animation for every type of food that they eat.

9. Please give us a slider bar in the options menu to set the arrows how many to stay in the world and not disappear after firing your bows and crossbows example 0-infinite people who have weak PC's can set 0-100 or 0-900 etc and people with very powerful PC's can set it to infinite and to never disappear.

9A. Just give us every graphical setting features in the options menu in the graphics options menu for the PC version of The Elder Scrolls VI not in the launcher options menu 9B to 9D are examples of graphical features that need to be in the options menu in the graphics options menu for the PC version of The Elder Scrolls VI. Batman: Arkham City also has the graphics options in the launcher menu in the options menu just like The Elder Scrolls video games but don't do that anymore every single graphical feature needs to be inside the video game itself in the options menu in the graphics options menu.

9B. Please give us tessellation in the options menu section in the graphics options menu section in the DirectX 11 options menu section of the PC version of The Elder Scrolls VI off, low, medium, high, very high, ultra high, maximum. The PC version of Aliens vs. Predator has this in the options menu in the graphics options menu section, the PC version of Metro 2033 has this in the options menu in the graphics options menu section, the PC version of Deus Ex: Human Revolution has this in the options menu in the graphics options menu section, the PC version of Batman: Arkham City has this in the launcher menu in the options menu in the graphics options menu section.

9C. Please give us level of detail (LOD) distance in the options menu section in the graphics options menu section in the DirectX 9 options menu section in the graphics options menu section, in the DirectX 10 options menu section in the graphics options menu section, and in the DirectX 11 options menu section in the graphics options menu section of the PC version of The Elder Scrolls VI off, very near, near, far, very far, ultra far, maximum. The PC version of The Witcher 2: Assassins of Kings has this in the launcher menu under the video and language section but I want this option in the video game itself not in the launcher menu like the PC version of The Witcher 2: Assassins of Kings and the PC version of The Elder Scrolls V: Skyrim.

9D. Please give us decals in the options menu section in the graphic options menu section in the DirectX 9 options menu in the graphics options menu section, in the DirectX 10 options menu section in the graphics options menu section, and in the DirectX 11 options menu section in the graphics options menu section of the PC version of The Elder Scrolls VI off, low, medium, high, very high, ultra high, maximum. The PC version of The Witcher 2: Assassins of Kings has this in the launcher menu under the video and language section and the PC version of The Elder Scrolls V: Skyrim has this in the launcher menu in the options menu section.

10. Ability to plant and grow crops for food and raise live stock for food.

11. More movement animations climb, dodge, roll, lean, lean against walls and vault over low obstacles.

12. Ability to add modifications to weapons such as the ability to wrap leather strips on the handle of the axes, daggers, swords, etc.

13. Keep marriages and also give us the ability to divorce I hate how in The Elder Scrolls V: Skyrim I had to kill my wife or get my wife killed to get married to someone else and keep adoptions as well.

14. Add and keep companions, dogs, humans and all kinds of other animals, creatures, monsters, etc.

15. Keep the purchasing property and furniture system for the property you just bought.

16. Do jobs for people.

17. More enemies in the the Tamriel continent of whatever province The Elder Scrolls VI will be set in and more dungeons, caves, etc this goes along with the previous statement I said above to adding 600 places to explore.

18. Do not get rid of repair like in The Elder Scrolls V: Skyrim make axes, daggers, knives, swords, etc dull and axes, daggers, knives, swords, etc to break and the ability to sharpen the blades of weapons once dull.

19. Add perks every level.

20. Fill the Tamriel world of whatever province The Elder Scrolls VI will be set in with lots ofneutral NPC's and NPC's that will attack the Play Character (PC) when he, she, they see you.

21. Let us continue past the main quest after completing it.

22. Don't remove or merge any skills.

23. Don't remove traits, add more, make them important.

24. Do explain how agriculture, production, industry, and trade works so that the Tamriel continent and whatever province The Elder Scrolls VI is set in is coherent.

25. Focus on quantity of companions and focus on quality.

26. Focus on dungeons.

27. Bring back the attributes like how The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion has for The Elder Scrolls VI.

28. Bring back the ability to choose what classes and birthsign's you want to choose like how The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion has for The Elder Scrolls VI.

29. Add 96 or more combat animations, moves when you are attacking or fighting NPC's for The Elder Scrolls VI.

30. Add hurricanes, tornadoes, and twisters. Add physics to the hurricanes, tornadoes, and twisters and make the hurricanes, tornadoes, and twisters pick up dirt, dirt particles, grass, leaves, and trees all fully dynamic, fully real time, in 3D, and interactable with the environment for The Elder Scrolls VI.

31. Keep the perk system and perk tree system for The Elder Scrolls VI.

32. Keep the prisoner intro like how The Elder Scrolls III, The Elder Scrolls IV: Oblivion, and The Elder Scrolls V: Skyrim has. This is the best thing about The Elder Scrolls it gives the play the ability to make his or her own story.

33. Keep the duel wielding weapons system and duel wielding spells system.

34. Keep the sprint system.

35. Keep the Dark Brotherhood Guild.

36. Keep the Thieves Guild.

37. Keep the cities undiscovered so you cannot fast travel to them only when you discover them like in The Elder Scrolls V: Skyrim not like in The Elder Scrolls IV: Oblivion.

38. Keep the Radiant Story system but only for bar, tavern and inn owners so you can keep getting randomly generated quests from them all the other quests like the main quests, guild quests, and side quests must be hand written, hand scripted or whatever you want to call it.

39. Keep the Elven armor and Elven weapons for The Elder Scrolls VI.

40. Keep the Ancient Nord weapons like how The Elder Scrolls V: Skyrim has for The Elder Scrolls VI.

41. Keep the Falmer, Falmer armor, and Falmer weapons like how The Elder Scrolls V: Skyrim has for The Elder Scrolls VI.

42. Keep the Forsworn armor and Forsworn weapons like how The Elder Scrolls V: Skyrim has for The Elder Scrolls VI.

43. Keep the dragons like how the The Elder Scrolls V: Skyrim has for The Elder Scrolls VI.

44. Keep the dragon flying animation, effects, physics, whatever you want to call them system like how the The Elder Scrolls V: Skyrim expansion pack Dragonborn has for the The Elder Scrolls VI.

45. Keep the water waves animations, effects, physics, whatever you want to call them system like how the The Elder Scrolls V: Skyrim expansion pack Dragonborn has for the The Elder Scrolls VI.

46. Bring back the Minotaurs for The Elder Scrolls VI.

47. Bring back the Imp's for The Elder Scrolls VI.

48. Bring back the Clannfear's for The Elder Scrolls VI.

49. Bring back the Scamps like how The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion has for The Elder Scrolls VI.

50. Bring back the Deadroth's like how the The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion has for The Elder Scrolls VI.

51. Bring back pickup-able Candles and Lanterns like how the The Elder Scrolls III: Morrowind has for The Elder Scrolls VI.

52. Bring back the ability for the NPC's and the Player Character (PC) to use spears like how The Elder Scrolls III: Morrowind has.

53. Bring back the throwing knives and throwing stars like how the The Elder Scrolls III: Morrowind has also give us the ability to throw axes, daggers, spears, swords, etc

54. Bring back the ability to change armor with different types of other armor like how the The Elder Scrolls III: Morrowind has with separate boots, bracers, cuirass's, gauntlets, greaves, and pauldrons.

55. Bring back the halberds and other types of polearms like how the The Elder Scrolls III: Morrowind has.

56. Bring back the intimidate and taunt system like how the The Elder Scrolls III: Morrowind has.

57. Bring back spell making.

58. Bring back the Fighters Guild.

59. Bring back the Mages Guild.

60. Bring back the Guar's and Guar meat like how the The Elder Scrolls III: Morrowind has for the The Elder Scrolls VI.

61. Bring back dropable Gold coins like how the The Elder Scrolls III: Morrowind has for the The Elder Scrolls VI.

62. Bring back the Climbing skill The Elder Scrolls 2: Daggerfall has Climbing skill.

63. Add maces that have the ball tied to a chain and swings with physics I think the maces that have chains and swings with the ball are called flails I want to see the ball move when swinged and the chains reacting properly I don't want to see a chain link clipping through another chain link. The Elder Scrolls 2: Daggerfall has flails.

64. Add the ability for the PC player to play musical instruments banjo, drum, flute, guitar, etc, and animations so you can see your self playing them in 1st person view and 3rd person view.

65. Add the ability to see yourself in 1st person when looking down chest, torso, and legs and see animations for my legs when I am jogging, running, sprinting, and walking.

66. Add dynamic foot pathing so that when I walk on the ground, floor, terrain my feet actually touch the ground, floor, terrain and not to go through and clip through the ground, bushes, plants, trees, foliage of any type, dead NPC's, animals, creatures, monsters or anything in the The Elder Scrolls VI world I don't like it when I see my characters feet go through dead NPC's bodies in The Elder Scrolls III: Morrowind, The Elder Scrolls IV: Oblivion, and The Elder Scrolls V: Skyrim. Improve the collision boxes and physics engine.

67. Add dyes so we can color our armor, clothing, and weapons whatever color we want on them and color whatever designs, shapes we want on them.

68. Add the ability to go Fishing make animations so that you can see yourself equip a Fishing Pole and put bait or lures on the hook in both first person view and third person view also add Fishing as a skill.

69. Do not make it so easy like The Elder Scrolls V: Skyrim bring back The Elder Scrolls III: Morrowind's journal system so my PC character can record everything the NPC's say like what quest and directions for the quest I am doing or what rumors I heard from NPC's but keep The Elder Scrolls V: Skyrim's fast travel map system I like seeing the Skyrim province of Tamriel in 3D.

70. No regenerative health let us heal ourselves when we get hurt by using healing potions and healing spells.

71. No NPC enemies scaling with the player make it so that if you travel to one part of the world there are high level NPC enemies or if you travel to another part of the world there are low level NPC enemies.

72. No Quick Time Events (QTE's).

73. Zenimax Media Inc, Bethesda Softworks and Bethesda Game Studios please debug and fix every single bug, clipping issues, exploits and glitches before releasing The Elder Scrolls VI don't do what you did with The Elder Scrolls V: Skyrim and know that the video game is riddled with bugs, clipping issues, exploits and glitches and release it just because you want to release it on time on a set schedule like The Elder Scrolls V: Skyrim for 11.11.11. I don't want to see The Elder Scrolls VI released with a target date goal fix everything before releasing and shipping it. Take your time please. In the end customers will be very happy and pay the full purchasing price.

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Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Mon Mar 03, 2014 9:46 am

I'm a fan of fantasy, but beast races are my least favourite part of the Elder Scrolls, and a game taking place in a swamp doesn't really feel like something I'd enjoy playing.

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NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Mon Mar 03, 2014 9:31 am

proper journal (preferably with 1st narration like Morrowind's + the transcript of the relevant quest dialogue for later reference) and quest directions like in Morrowind.

Replace essential with protected only while part of a quest.

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jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Mon Mar 03, 2014 5:51 am

Wait why keep Ancient Nord Armor? I mean what would it be doing outside Skyrim?

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Del Arte
 
Posts: 3543
Joined: Tue Aug 01, 2006 8:40 pm

Post » Mon Mar 03, 2014 3:22 pm

Some Nord who traveled Tamriel thousands of years ago with that armor on herself or himself and died somewhere in Tamriel maybe?

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BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Mon Mar 03, 2014 9:11 am

True, very true... I think that if the game border Skyrim, it would also be acceptable. More variation on armors and weapons, also specific to the region where the game is set, for example: You wanted a game three times as large as Skyrim, correct? Well, I'm working on the idea of the game taking place in Hammerfell and High Rock. The two border Skyrim, and have many shipyards and would probably have sand dunes, some jungles and hopefuly, we could see some of the armors pf Skyrim, like the awesome Steel Plate Armor (renamed Nordic Plate Armor) and Ebony Armor (renamed Dunmer Ebony Armor). Starting your own faction from the group up, after you have completed a questline, could be interesting. A mercenary company called the Dragontail Company for example. I think that non-faction questlines should merge sometimes. For example. Wayrest is being troubled by Orcs. We find this out during the main questline. You need to sort this out before you can reach the final act of the main questline. You get captured by Orcs while walking through the Dragontail Mountains and are forced to fight in the arena. You escape. Secondly, you can go to Wayrest where you help discover some conspiracy. After doing both those two, you would meet an Orc Warlord.

The Orc Warlord would tell you, that his father the Chieftain is rallying the Orc Tribes to attack Wayrest. You help him create an opposition and he then challenges his father to a duel for the title of Chieftain. He kills him and becomes Chieftain. You then aid him in either dispossing of or turning his father's generals throught the game world to his side. All both one are dealt with, and when you storm his fort, you don't find him or his army, just some guards and some Thalmor. You learn the his father and the general were working with the Thalmor to weaken Wayrest for the Aldmeri invasion. He then tells you that you better go to Wayrest and warn them. You arrive, and after completing a quest and returning to the city, it's under siege. For example. You defeat the attackers, with the aid of some factions perhaps, and then you can continue with the main questline. The endgame should really feel special. Doing faction questlines and adding them to your forces, to then prevent the invasion from happening or at least defend the world. It would basically be the "I can't let you let a dragon into my hold with the rebels outside" thing.

Also, in your list or brick and mortar retailers, you forgot Media Markt.

An interesting thing would be, if the Morag Tong appeared in the game, taking over the territory of the Dark Brotherhood, and you had to choose between the two. This would follow a subplot you would hear about in-game, where Morrowind, aliied with the Empire, is having some trouble between the Great Houses.

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adam holden
 
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Joined: Tue Jun 19, 2007 9:34 pm

Post » Mon Mar 03, 2014 2:36 am

Ok, new thread equals new Wall-o-text. I've added a few things since the last time i posted this, so if you've read before, you can just skip to the end. For those who have not read... There is no obligation, but i would appreciate the critique. It's been remarked before that huge posts are a deterrent to readers, and while i agree, i feel that an important element in any game is that it's components synergize with each other. It's difficult to convey that synergy if you talk about the ideas peace-meal, so unfortunately this kind of eye-bleed post is necessary to make the point.

Anything marked with *hardcoe* is a feature which should either be linked to a hardcoe setting, or should be able to be deactivated from the Interface menu.
Within each category is a basic explanation of my philosophy of the sub-categories, along with a more concrete base of ideas for those interested.
1; Skills, Attributes, Races etc.
Skills, attributes, racial differences, leveling etc. These are the lifeblood of any RPG, and are where the majority of the complexity and options come into play. They should allow you to shape your character through your choices and actions, but should also allow you to give your character a past. It should encourage freedom of choice and identity without limiting your options.
These characteristics need to be varied enough to allow for several different approaches, but simple enough to understand easily. Ideally, you would have a system which is easy to get into, but becomes more and more rewarding the more comprehension you have, ensuring an enjoyable experience for new people and old hands alike.
Spoiler
1.1; Attributes
I like attributes, though the old model was unnecessarily detached and a total mess for immersion purposes. It also made no logical sense. I think Attributes should return, but in a more natural manner totally separate from leveling. At the same time, they should have a two-way relationship with skills, affecting pertinent skills and being affected by the use of those skills.
Your attributes should also affect how you can interact with the world, and how you preform in challenges and competitions. A higher strength would benefit someone who typically brawls for coin, while a higher intelligence may benefit someone who plays games of skill.
Spoiler
7 Attributes, leveling independently of PC level or skill level (0-100)
Strength
Combat; Fighting with any weapon, blocking, using Recurve Bows
Challenges; Moving objects (rocks, debris etc), Wrestling games
Work; Cutting wood, tilling fields, working forges, mining
Endurance
Consuming stamina by all means
Challenges; Holding breath, racing, drinking games
Agility
Dodging and parrying attacks
Sprinting, sneaking and climbing
Charisma
Buying and selling
Challenges; Story telling (bragging), playing music
Persuasion and bartering
Intelegence
Reading books and mixing potions
Challenges; Games (cards, chess etc.), finding secret areas and solving puzzles
Spellwork; all spell crafting and casting
Willpower
Consuming Magicka
Receiving spell damage
Luck
Finding collectibles and certain missions
Skills impact all associated skills based on level
Novice; 0-10
Skill efficiency 50%
Apprentice; 11-20
Skill efficiency 75%
Journeyman; 20-50
Skill efficiency 100%
Expert; 50-99
Skill efficiency 125%
Master; 100
Skill efficiency 150%
*hardcoe* Dynamic Attributes
Changes can be dynamic (to everything but Luck) so a lack of practice can cause Attributes to decrease over time. If you engage in strictly intelectual persuits for weeks or months at a time, expect to see your physical capabilities diminish from dis-use.
1.2; Skills
Skills are the main base of a TES game. As per usual, using a skill, through engaging in a related activity, progresses the skill. Enough progression levels it up, contributing to your overall level and increasing your capabilities in that skill, while unlocking new perks.
I liked how Skills worked in Skyrim, though some of the categories seemed limited. I wouldn't so much encourage a change in the dynamic of the skills, but rather in the skills themselves.
Spoiler
21 Skills in 3 Paradigms, each with an assciating attribute. In cases where there are two attributes, the highest level is the one which confers an effect
Combat
1-hand Weapon - Determines your skill with all single-handed weapons
Strength
2-hand Weapon - Determines your skill with all two-handed weapons
Strength
Hand-to-hand - Determines your skill with unarmed strikes and parries
Strength / Agility
Block - Determines your skill while blocking with a shield, including Stagger Recovery
Strength
Heavy Armour - Determines your skill when moving and fighting in heavy armuor
Endurance
Craftsmanship - Determines your skill at crafting and maintaining weapons and armour, and your
Strength
Survival - Determines your skill at general matters of mundane existence, from healing to camping and preparing food
Endurance
Magicka
Conjuration - Determines your skill at summoning and controlling Daedra, and at harnessing and capturing spirits
Intelligence/Willpower
Destruction - Determines your skill at manipulating elemental forces and causing magical damage in all its forms
Intelligence
Alteration - Determines your skill at manipulating the world through magical alteration, including weapon augments
Intelligence
Illusion - Determines your skill at influencing the minds of others and manipulating perceptions
Willpower/Charisma
Restoration - Determines your skill at the magical healing of wounds, protection spells and empowering allies
Willpower
Enchanting - Determines your skill at imbuing physical objects with magical properties, and maintaining magical workings
Intelligence
Unarmoured - Determines your skill when moving and fighting without armour.
Agility
Stealth
Marksman - Determines your skill with all ranged weapons
Agility
Light Armour - Determines your skill when moving and fighting in light armour
Agility
Sneak - Determines your skill at remaining undetected, and the damage you do while undetected
Agility
Thievery - Determines your skill at picking locks, stealing objects and picking pockets
Agility
Alchemy - Determines your skill when mixing potions and poisons, and the potency therein
Intelligence
Speechcraft - Determines your skill when dealing with others, the prices at shops and how much people like you
Charisma
Athletics - Determines your skill at athletic pursuits, such as climbing, running and jumping, as well as your base speed.
Endurance
As with Morrowind, Oblivion and Skyrim; all these skills level as you use them. When they level, they grant exp which contributes to your Character Level. As with Skyrim, the higher level the skill, the more exp it offers when it levels. Each skill is also linked to one or more attributes, and their use influences the progression and maintenance of that attribute.
Skill Milestones
Novice; 0-15
Apprentice; 16-30
Journeyman; 31-60
Expert; 61-99
Master; 100-*199
*Legendary; 200-299
*Mythic; 299-300
Once a skill reaches 100, it can be 'Prestiged' to allow for progression to continue. All perks are kept, but the skill level becomes 1 with a 'Master' notation. Once another 100 levels have been reached, it may be reset again to become 'Legend', and after a further 100 levels may become 'Mythic'. Prestiging may continue beyond Mythic, though exp contribution ceases to increase and all gains remain constant thereafter.
1.3; Races
The races of Tamriel are varied and at the same time, similar. Each has particular characteristics attributed to their birth, though they are not strictly limited in their skills and comprehension solely by race.
I feel that race should have a large and minimal impact, as the player chooses. If you want to build your character on the racial and cultural background of your race, you should be free to do so, but at the same time if you wish to keep a racial aesthetic but go in a different direction (an Orc Wizard, for instance, or a Bosmer Knight) you shouldn't feel pushed in a particular direction by your race.
Spoiler
Racial Powers and bonuses
Each race should have 2 'Major skills' which progress 20% faster, and 3 'Minor skills' which progress 10% faster. They should also have a single Attribute which starts at 10 points above base, and a second which starts at 5 points above base, to highlight the 'norm' for that race. In addition, they should have a single Racial Trait, and a single Racial Power.
Ex;
Altmer
+10 Intelligence +5 Willpower
+20% Enchanting & Alteration +10% Alchemy, Conjuration, Light Armour
+10% Magicka Pool
Blood of Aldmeris - Increases Magicka Regeneration for a set time
Nord
+10 Strength +5 Endurance
+20% 2-Handed & Heavy Armour +10% Athletics, 1-Handed, Unarmed
+20% Frost Resistance
Tongue of Kyne - Whirlwind Sprint
Argonian
+10 Strength +5 Agility
+20% Athletics, Unarmoured +10% Hand-to-hand, Alchemy, 1-Handed
+10% poison & Disease Resistance, +10% Swim speed
Blessing of the Hist - Increases Health regeneration for a set time
Racial Perks and cultural divisions;
Beyond the basic advantages of being a particular race, players should be given the option of further developing the iconic characteristics of their race through a Perk Tree. These would allow those who wish to do so to center their character development around the particular culture and temperment of their race. At the same time, division along this tree could be created by highlighting the characteristics of the differeing cultures within a race, and culminating in a 'transformation' of the racial power
Imperial Breton
Colovian Illiac
Nibanese Highlands
Nord Redguard
Stormcloak Crown
Toryggan Forebear
Altmer Dunmer
Alinor Great House
Auridon Ashlander
Bosmer Orc/Orsimer
Camoran Orsinium
Pact-Sworn Stronghold
Argonian Khajiit
An-Xileel Aniquia
Naga
Palentine
1.4 Backgrounds
I feel the old system of Classes is well past its prime, and i am happy that Skyrim disposed of the inherently limiting system they were a part of. However, the absolute 'blank slate' model use is somehow berift of soul. Your character has no past, nothing which gives any indication that he did not simply pop out of a crack in the earth moments before being arrested.
My solution is 'Backgrounds'. These would subtlly inflence your starting skills and attributes, based on what is pertinant to the 'class', allowing for the presence of some prior life and existance, but their direct influence would stop there. They would not determine leveling in the slightest, simply poking you in a particular direction but in no way mandating that track.
Spoiler
All backgrounds would have the same total influence, though exactly what skills and attributes they influence would be based on the background in question.
Modifications
+10 to two (2) skills
+5 to three (3) skills
+10 to one (1) attribute
+5 to two (2) attributes
Ex
Farmer
+10 to Survival and Athletics
+5 to Speechcraft, Unarmoured and Smithing
+10 to Endurance
+5 to Strength and Agility
Mage
+10 to Conjuration and Alteration
+5 to Destruction, Illusion and Enchanting
+10 to Intelligence
+5 to Willpower and Charisma
Vagrant
+10 to Survival and Theivery
+5 to Sneak, Unarmoured and Hand-to-hand
+10 to Agility
+5 to Willpower and Endurance
The consistent modifications ensures that every character starts off with an equal leveling potential, but the differing skills, particularly when combined with racial bonuses, ensure that specialization is encouraged.
1.5 Birthsigns
I am conflicted about Birthsigns, really, and have little to say on the subject. On the one hand, i don't want to see them go, on the other, the older system was horribly unballanced...
** After reading Absinthe's comments about Advantages and Disadvantages i had an idea, and moved this whole concept down to Perks. **
1.6 Leveling
I think Skyrim had the leveling quite right, though i would like to see the contribution scaling be more dramatic. At level 20, it should require a rather serious investment in time to level by training your mostly-unused skills, encouraging those with a more fast-tracked mind to focus into a handfull of skills rather than spread the love, as it were. When you level, you get a Perk, and choose to invest in an increase in either Stamina, Health or Magicka. The degree of impact could then be affected by your Attributes, but i'm worried about abuse of that system...
The only thing i would add would be titles based on your level. These would denote your relative power in the world at large, allowing for a touch more character than simply being a number.
Spoiler
1-10 Novice
11-20 Adventurer
21-40 Hero
41-60 Legend
61-100 Paragon
151+ Ada
2 Items
There are some parts of Skyrim's items i like, and some i don't. In general, i feel that a wider range of items and goods is the better course, even if those items are little more than a re-texture of others. For instance, with 3 or 4 textures, you could turn Skyrim's 2 loafs of bread into 6 or 8, adding more variety to the game.
In a similar vein, i feel there is too little variety in the weapons and armour. Smithing is a highly personal and stylistic art, and it would be a rare thing for two smiths to produce the same items. As gaming technology progresses, it's becoming more and more possible to represent this notion in the game-world.
Spoiler
2.1 Weapons
I would like to see a modular weapon system in the next TES game, something similar to what we see in Borderlands. Using this system, each weapon would consist of 'parts' which are assembled when the weapon is spawned/created. Each 'part' would offer slightly different characteristics, allowing for thousands of different weapons and the representation of signature styles of town smiths.
With the combat i will mention later, i think we should also see a return of the variable damage characteristics. This makes different individual weapons feel more special, and makes gear progression less linear.
Spoiler
Each basic weapon should consist of 4 Parts.
Blade Blunt Axe
Grip Haft Haft
Guard Head Left-Head
Blade Topper Right-Head
Embellishment Embellishment Embellishment
Polearm Bow Arrow
Haft Body Fletching
Head String Shaft
Counter Embellishment Head
Embellishment Embellishment
Each part would have variations which would change the look and possibly the characteristics of the weapon.
Ex;
Grip
Standard
Reinforced - Weapon takes less durability loss when power attacking
Double - If not using a shield, weapon is weilded with 2 hands for increased damage (putting it between a 1 handed weapon of that type, and a 2handed)
Chained - Cannot be disarmed, but attack recovery is slower because weapon is awkward
Guard
Standard
Heavy - Decreases damage received from parrying
Fencers - More forgiving timing when parrying
Winged - When parrying, enemy suffers from slower attack recovery
Blade
Standard
Curved - Weapon does more damage when slashing and chopping, less when thrusting
Weighted - Weapon does more damage, but is slower
Jagged - Weapon causes bleed damage over time, but has slower attack recovery
Embellishment
Standard
Mounted Soul Gems - Weapon's enchantment capacity is increased (based on what kind of gems)
Gilded - Weapon is worth more gold (depending on quality of gilding -silver or gold- and gems)
Silver Laced - Weapon does more damage against unnatural creatures
2.2 Armour and Wearables
Armour needs to be a little more varied. Under Skyrim's system, there isn't really any reason to have seperate boots and gauntlets, because all the far more important components to a suit of armour are included in the basic 'armour'. At the same time, so few parts limits a persons ability to define their own style. I'd like to see the return of some more division, though nothing so varied as Morrowind and Daggerfall's.
I'd also like to see totally separate slots allocated to more mundane items. Clothes shouldn't occupy the same equipment slot as Armour, and you should be able to wear a wider range of accessories such as cloaks and hoods, and un-enchanted jewelry.
Spoiler
Equipment Slots
Primary (Gear) Secondary (Aesthetics)
Head (helms & Circlets) Hair (Hoods, flowers, hats etc.)
Shoulders (Pauldrons -Pair-) Shoulders (Cloaks and capes)
Hands (Gauntlets and Bracers -Pair-) Wrists (bracelets)
Body (Cuirass, briastplate etc;) Clothes
Legs (Leggings) Fingers 3-8
Feet (Boots and Shoes -Pair-)
Magical Ring 1
Magical Ring 2
Neck (Pendants, amulets, necklaces)
Left Hand (weapon, spell, shield)
Right Hand (Weapon, spell, shield)
I remain unsure as to the idea of modifications to these, as things could become overly complicated rather quickly. Ideally, i'd like to see rare 'embellished' versions of each armour set... With increased value.
*hardcoe* Fitting
In order to be an efficient source of protection, armour needs to be fitted to its wearer. So long as armour remains un-fitted, its protection is diminished, and it is more difficult to move in. As such, the penalties for that type of armour are dramatically increased, and it's overall AC is decreased.
Armour you find in the world will be un-fitted, though anything you buy or make yourself will be fitted (no self respecting smith would let a customer walk out in un-fitted armour). Likewise, a sufficiently skilled Smith can modify armour to fit themselves or their followers.
2.3; Crafting
Crafting in Skyrim was both too limited, and too easy. The ability to simply stand there and whip out hundreds of Iron Daggers, as well as the fact that you could spontaneously understand how to make complicated suits of armour was terrible in terms of immersion, and diminished the contribution that exploration can have with crafting. Whats more, it proved a highly exploitable mechanic which, when combined with Enchanting, horribly broke the already strained game ballance. At the same time, you could really only craft strictly usable items, with no consideration for artistic and mercantile items.
I'd like to see an implementation of a recipe system, similar to the spell books. Starting knowledge is limited, and while you use perks to unlock the working of new materials, creating new types of items requires the player obtain a recipe for it. Some of these could be bought, others would have to be found in dungeons and ruins, making it so the pursuit of crafting isn't strictly city-based.
Likewise, the ability to paint, make carvings and produce less battle-oriented items would add more depth to the world, and offer another source of income.
Spoiler
Daedric Crafting
I have a particular problem with Daedric crafting in Skyrim. Daedric weapons and armour are rare and powerful, requiring skill in both metalworking and in enchanting. They are bound Daedric spirits in specially prepared Ebony, and should require something a little more involved than just a single perk, some Ebony and a Daedra Heart. I would like to see requirements like;
Daedric Dweomer - Enchanting Perk
Ebony Temperance -Smithing Perk
Ebony Ingots (number depending on whats being made)
Soul Gem containing Greater or Grand soul from Daedric creature (to be bound in item)
Daedra Heart/blood (for treating the Ebony)
Fire Salts (normal fire isn't hot enough for this job!)
This would make it so the creation of Daedric weapons and armour is a rather serious investment of time and resources, and the creation of an entire suit and arsenal is an impressive achievement.
2.4 Loot
Loot should not be expressly in terms of usable items. There are many things which are valuable, from statuary to paintings to exotic cloth, when we raid a bandit lair of crypt there should be more to pick through than just weapons, armour and ingredients.
3 The Economy
We are at a point where fluctuating prices and realistic trade is more than possible in a video game. In fact, many 4x strategy games have had 'Stock Markets' for years, allowing cunning and attentive players to dramatically change the resource-war in a very short amount of time. It's time we see this type of interaction in an RPG, and TES6 is the perfect launching platform for any such change in how we view RPG's.
Spoiler
3.1 Fluctuations
The price of various goods should change dynamically throughout the game, depending on locations and where they come from. This would make an excellent addition to the Radiant AI system, allowing for dynamic events such as Bandits and aggressive wild-life to obstruct trade routes, allowing players to either solve the problem, or bypass it with the now scarce goods to make a greater profit selling in isolated areas.
At the same time, player-actions should affect the economy as well. If you help Blacksmith A improve his forge, his more efficient business should affect competitors in the nearby cities. If you kill everyone on Farm B, then the availability and cost of what they grow should be affected in Town C.
3.2 Inflation
The cost of goods in Skyrim is all over the place. Things like clothing and books have almost no value, while weapons and armour can cost thousands of gold. This isn't helped by the whole notion of leveled rewards, where a level 80 player may receive 1000 gold from the 'poor mill worker with nothing to spare' for finding her missing husband. Set monetary rewards are a must, and the overall costs of items need to be more natural.
The problem with spiraling, D&D Dragon-esque holds can also be solved, or at least mitigated, by expenses. Paying regular upkeep to your mercenaries, paying those who work your land, guild dues, regular bribing of officials etc. There should be more, less material ways to spend money, and players shouldn't be able to accumulate vast Scrooge McDuck style vaults of money by simple walking around and picking up junk.
3.3 Property Wealth and variety
I also would like to see an inclusion of more of a concept of property wealth and income generators. Investing in businesses and properties of which you can charge rent, the ownership of livestock and farms to produce sellable materials etc. Give is more ways to interact with the economy than just "Raid dungeon, sell loot".
At the same time, there should be costs to living in but not owning land, and residents should have to pay taxes to the local lord.
4 Speech and Social Interaction
Skyrim is really poor when it comes to interaction. Everyone seems to trust you right off, theres no basis for reputation or NPC dispositions, and with the exception of a few characters, NPC's are simply quest-vendors. This detracts a lot from the idea of a living world, and this is a pity because the Radiant AI system offers a lot of motion and interaction possibilities to the world.
Spoiler
4.1 NPC Disposition
In Skyrim, people either like you, or they don't. A few of them change their minds after you do a job for them, but for the most part it seems everyone has immutable opinions about the PC.
Whats more, even if they don't like you, they're still willing to throw important quests at you. People don't trust complete strangers to find lost family heirlooms, or track down murderers. Bring back dispositions and let PC's form some semblance of relationships with the NPC's of the world.
Spoiler
Bring back the 100pt NPC disposition
Introductory value based on race, fame and active organizations
Influenced by Persuasion
Should be slower gains
Not the 30+ point changes in Oblivion
1-5pt changes per day
Persuade/Complement
Modified by Speechcraft and Charisma
Intimidate
Modified by Speechcraft and Strength
Bribe
Can increase or decrease based on multiple variables
Honest people don't like bribes
Shifty people prefer more money to less
Regaling
PC's can tell stories, embellishing them based on their Speechcraft, to impress crowds
Characters may need higher dispositions to give you quests
4.2 Dialogue
Dialogue needs to be more natural. People need to recognize the PC and their accomplishments, but the PC also needs to be able to interact with NPC's in a realistic way.
More importantly, conversation shouldn't just be about delivering quests and quest-related information. We should be able to converse with NPC's, learn about their stories and their lives. Skyrim is years ahead of Morrowind in terms of NPC stories, but we need to continue that trend so we can have a world full of interesting people.
Spoiler
New options based on Skill levels and attributes
A high 1-handed skill gives you conversation insight into combat conversation
High Intelligence gives you insight into someone lying to you
Better player responses
The responses in Skyrim were unusually poor and robotic
Fluff
NPC's should have things to say that aren't relevant to any quests
ex; History, local politics, random musings
Recognition
Merchants in particular should recognize frequent customers
Initial greeting
Special greeting for regular customers
ex for 4+ visits in one week
Recognition of absences
Haven't been in shop for 3 weeks
Special greeting for NPC's with high dispositions
4.3 Fame and Infamy
I never really saw a purpose to this system, until Envy123 explained some of the benefits of the Karma system in Fallout 3 and New Vegas. With that knowledge in hand, i agree that Fame and Infamy need to return.
They shouldn't affect NPC disposition, mind you, but should instead impact how your companions see you, and some dialogue options with NPCs. There may be a Warrior, looking to make a name for himself, who will only fight beside someone famous, or an Assassin who refuses to fight alongside someone who isn't rightly feared. Use your fame to convince a Palace guard that you belong at a party you need to infiltrate, or your infamy to terrify a Fence into giving you better prices.
5 Crime
Crime in Skyrim (and most TES games) is virtually inconsequential. Paltry fees for outrageous crimes, meaningless sentences and a rather absurd psychic net which tells every guard you've committed a crime, no matter how far away.
Repercussions for committing crime need to be more severe, but the options in getting out of it need to increase as well. And word of your deeds should travel, but not instantly or be limited to Holds or Dukedoms.
Spoiler
5.1 Repercussions
More severe punishment for crimes.
Murder; Jail, no fines ; 1 Year per murder
Theft; Equal to amount stolen +100 gold ; 5 days per 100 gold
Trespassing; 100 gold ; 2 days
Assault; 200 gold ; 5 days
Fine exceeding 1000 gold; Jail time replaces fine ; 10 days per 100 gold
5.2 Alternatives
More options than just paying fines or going to jail
Bribing Magistrates
Infiltrating cities and bribing officials for 50% of fine to drop charges
Framing
Planting stolen goods or murder weapon on bandits or other people and framing them
Guild assistance
Particularly for Thieves Guild and Dark Brotherhood
5.3 Serving time
Allow hard-core RPers to actually serve their sentence
Option when sleeping every day to serve full sentence or wake next day
Also gives the potential to escape
5.6 Skill loss
No loss of actual skill levels, but serving jail time decreases all progress in one skill per days served
5.7 Tracking
Guards in the immediate area should be made aware of crimes almost instantly
Word should travel to adjacent regions in 1 day
Expanding outward 1 region per day
6 Containers
Since Oblivion, containers have been nebulous voids of unlimited storage. Were we so inclined, we could store and entire armoury in an Apothecaries Satchel. It's absurd. There has to be limits.
In an ideal world, i'd like to see certain containers only able to hold certain types of items, but frankly i'd settle for a limited capacity. And something needs to be done about carrying loads. We should be able to transport more, but we can't just tack it onto the Character, being able to carry 500lbs of junk is crazy enough. Easiest solution there is to simply bring back the lovely Daggerfall Wagons.
Spoiler
6.1 Variety
Bring back crates
Why they were modeled and put in-world in Skyrim, but not interactive is beyond me
More types of esoteric containers
Hollow trees, cabinets, desks etc
6.2 Limited Capacity
Different containers should have limited capacities
Crate; 500lbs
Barrel; 300 lbs
Apothecary satchel; 10lbs
6.3 Random Contents
More variety in contents
Trade goods, foodstuffs
Less coins
1-5 coins, max
6.4 Carrying
300lbs capacity for all characters
Worn armour doesn't count
Increase total movable loads with a Wagon
Mountable like a Horse, interactive from rear
Stores 3000lbs
Companions take up 200lbs of space when riding in back
7 Followers, Companions and Marriage
Skyrim started in the right direction by including Companions and Marriage into the base game, but they seem to have stopped there. The systems are both shallow and clunky, offering little rewards or incentive to pursue new companions or marriage in general. Which is something of a pity, since even in Fallout 3 the Companion characters seemed like living people.
Followers need to have actual personalities, instead of being extensions of the PC who occasionally make irrelevant commentary, and Marriage needs considerably more depth than just wearing an amulet.
Spoiler
7.1 Companions
Adjustable behavior
We should be able to issue general orders to affect the behavior of Companions
Setting ranged-only combat
Telling them to flee when wounded
Offering support to allies
Personality
Characters need stories
Revealing the story can be linked to a Companion's disposition
Morals
Companions should have their own beliefs
Committing actions should provide disposition changes based on your active Companion's beliefs
Disposition
Higher disposition offers new conversation options and skills
Lower disposition can lead to desertion
Limit
More than one companion, but still limited
2 minimum, 4 maximum, i would think
The inclusion of realistic, living companions may all necessitate fewer total companions
7.2 Followers
Temporary companions related to quests
Adjustable behavior
More limited than Companions
Wait, follow, etc.
7.3 Marriage
More in-depth
Requires high disposition
Courtship
Traveling places with your special someone
Gifts
Better rewards
Disposition bonus with family
Inheritance in case of family death
Better bonuses for sleeping at 'home'
8 The Player Character
There are many modern standards to the PC which TES games have glazed over lately, be they in creation or in the basic presence within the world.
To put things simply, we need more options in appearance and an expression of individuality and an actual individual within the world.
Spoiler
8.1 Customization
More options
The character creation in ES:O is both characterful and offering abundant variety, it should form the basis of the next TES game
Spoiler
Post-creation customization
Changing hairstyles
*hardcoe* Hair growth?
Facial paints/markings
Scars?
Tattoos
Piercings
8.2 Presence
When we look down, in 1st person, we should see out body, and what we're wearing
8.3 Movement
Sprinting was a nice addition, back in the day, but movement in video games has become a more interesting, more natural system. From the jet-assisted to parkour of Titanfall, to the stealth movement of Thief, it's clear that just running isn't enough anymore.
Spoiler
Climbing
'Sprinting' at a low wall or cliff allows you to climb up it
Strength dependent?
Jumping/sliding
Jumping while sprinting allows you to leap gaps reliably
Slide over low obstacles?
Sneaking
While sneaking, can crawl under low blockages
Creep through sewers and the like
9 Combat
Combat in Skyrim is fine if viewed as a simply mechanical process. It get's the job done, though lacks anything in terms of elegance. At the same time, Oblivion's was hardly better, and in comparison Morrowind's was abysmal. Slight changes could be made to Skyrim's combat to include more styles and attack combinations (as detailed in Perks) and the effects of stagger should be increased slightly, but other than that, it functions acceptably.
Still, there is potential from drawing on other games to increasing the actual tactical aspect of combat, particularly anologue Combat from Dead Island (which is rather similar to Daggerfall's combat).
One thing which must be added, however, is the ability to do damage to enemy limbs. We've seen it in Fallout, we've seen it in Dead Island, there's no reason why it shouldn't be in TES.
Spoiler
9.1 Location Damage
The ability to inflict damage to enemies limbs to hamper them in combat
Parts; Head, Torso, L-Leg, R-Leg, L-Arm, R-Arm
Broken legs slow movement, broken arms prevent use of that hand
9.2 Standard Combat
With normal combat, things are pretty much the same as in Skyrim and Oblivion. Click the attack button, your character goes through a standard sequence of slashes and chops. Don't attack for long enough, or interrupt your attacks with a block, and the sequence resets. Bring back Morrowind's different types of attacks (Chop, Slash and Thrust) to allow for differentiation between weapons, with the Sword being the most versatile, the Mace being the least.
As you unlock special moves with the Perk system, have them function the same. Left-Attack does one thing. Back-peddle-Attack does another. As i touched on earlier, each type of weapon should have it's own tree for special moves so there is minimal repetition and more variety in play-styles. For instance, Backpeddle-Attack for an Axe can be a shield grab, where you use the hook of the Axe to pull your enemies shield away, whereas the same motion for dual swords could be a parry-thrust (One weapon parries, one thrusts, at the same time)
9.3 anologue Combat
When you hold the attack button, you ready your attack. Then, however you move your mouse/joystick determines the attack. Left and right slashes left or right. Down, whether straight or angled, causes a chop (there could even be angled chops, which would mesh well with locational damage). Up is a thrust. By holding the attack button, you can ready yourself, and having control over the specific attack allows you to time and adapt your fighting strategies more naturally. Once you get used to it, anyway.
In terms of slashing, left then right quickly (or right then left if wielding a weapon in your left hand) causes a backhand slash. This, in turn, triggers special attacks like the shield-trap i mentioned above.
In terms of dual wielding, holding the attack buttons and moving in a direction triggers a double stroke, but if you alternate between buttons you can chain together several attacks rapidly.
Haven't figured out how power attacks would work though... Maybe pressing sprint as you attack?
9.3 Blocking;
You should only be able to block with a Shield. You simply don't block with a weapon, you try to deflect the attack or get out of the way otherwise. That should be a totally different dynamic from blocking.
9.4 Clashing and parries;
Which brings us to weapon clashes. A timed attack against an opponent, which strikes at the same time as their attack, should parry, causing a stagger. The higher the skill, the less the stagger. This would allow skilled fighters to parry, recover, and counter before their opponent can recover. There should also be a recovery bonus for dual weilding, as you have a second weapon to attack with. This is something else what would mesh well with the anologue combat system. However, parrying is not nearly as reliable as blocking (or dodging) and you should always take minor damage for it.
9.5 Dodging
Double-taping movement in a direction should cause you to dodge in that direction
Heavier armours cause a delay
Athletics perks to make dodging faster, or cover more distance
9.6 Mounted Combat
This was a great inclusion in Skyrim, and should return, but it needs some expansion. Opponents that fight from horseback, pole-arms for longer reach, trampling enemies etc. Make mounted combat a genuinely interesting part of the game rather than just a semi-entertaining side.
10 Stealth and Theivery
Stealth, in both TES and Fallout, needs some major work. At it stands, it makes no sense, and suffers from absolutely moronic AI.
Stealth needs to be brought into the current generation, if not taken beyond into the next. NPC's should have multiple detection models (sight and hearing at least) which are independently affected, should be able to affect the status of allies perceptions, and react more naturally to their environment. They should also not totally forget about being shot, or watching an ally die next to them, and return to a peaceful state.
Spoiler
10.1 Better Sneak system
Dual detection model
Sight
Based on frontal conical field of vision
Light dependent
If you're creeping in broad daylight, you're gonna get seen
Sound
360 degree detection
Dependent on surface as well as boots
Stone makes more noise than grass
Heavier boots make more noise
Influenced by environmental sounds
A waterfall drowns out footsteps
Echoes
Detection states
Passive
No detected threats
Alert
Suspicious of potential threats
Heard something
Saw a shadow
Was recently searching
More likely to see or hear
Passed on to encountered allies
Reverts to Passive after X time (should be long, even a full day)
Searching
Aware of nearby threat
Attacked
Witnessed an attack
Discovered a body
Heightened detection
Actively searching area
Passed on to encountered allies
Reverts to Alert after X time (should be several minutes at least)
Non-fatal disables
Using saps and choke-holds to dissable without killing
For those who don't want to leave a trail of bodies
Better moving of bodies
The current system svcks
Interact with and actually pick-up/drop bodies, allowing you to hide them
Distractions
Throwing rocks, shooting arrows, 'Ghost sound'
Alert and Searching enemies will go towards the sound
Camouflage
The ability to decrease the visual detection of an enemy based on special wearable gear
Cloaks can make sneaking in the dark more efficient
Forest-camo can treat forested areas as various stages of darkness
10.2 Thievery
Real-time lockpicking
Add some suspense to breaking into buildings
Ability to force locks and use magic
Forcing locks is loud
Unlock spells are bright
Stealing items causes noise, which can allert others
More versatile infiltration kit
Rope & Grapples for climbing
Even if only usable on certain objects
Thief Rope Arrows
Paralyzing poisons & dart-guns
Toggle thieving on and off
No more accidentally stealing things trying to talk to people
10.3 Sneak Attacks
Melee sneak attacks against certain targets are instantly fatal
Perks to increase range of targets
Ranged sneak attacks do extra location damage
Disabling enemies before engaging
Special activatable kills?
Dropping down from a ledge, Assassin's Creed style?
11 Towns and the World
The age of cells is passing, and the age of truly open worlds is dawning. In the future, as little as possible should be locked behind separate cells. This would allow for a greater range in the options available to characters in how they interact with and explore the world.
At the same time, the world should feel more alive. Skyrim was an improvement over Oblivion, with rabbits and foxes added to the Deer, but there needs to be more wildlife and more people. Not everyone needs to have a name and an identity, and the majority of people we pass in the world would probably barely acknowledge our existence, but they should still be there.
Spoiler
11.1 Towns and cities
Open to the world
No more separate cells
Allows for more options when entering a city
Sneaking over the walls at night
Open buildings
Looking through windows to see what's inside
Inconsequential inhabitants
Traders, shoppers, laborours, drunks, thieves, prosttutes etc.
Random flavor to the cities to make them feel more alive
Barely interactive; Offer a greeting or dismissal, nothing more
Randomised names?
De-spawn if out of PC's sight for X Minutes
11.2 Dungeons
Darker
Set starting stories
Randomized occupants after initial clear
May be Bandits one month, Undead/Necromancers the next
Puzzles
More varieties in Puzzles
Sliding Squares
Riddles
Collection
Similar to Dwemer Oculatory (but with hints this time!)
Loot
More misc loot, less gear
Particularly less awesome gear
Fewer leveled rewards
1-2 leveled rewards a dungeon
Less gold
Only in logical places
On bodies
Funerary offerings
Bandit/Pirate hoards
Not in random chests
Non-Imperial currency
Dwemer, Aleyid, Akaviri etc
Rare, only in appropriate ruins
11.3 Leveling
Leveled and Unleveled dungeons
Find some way to denote... Gut feeling? Divine warning?
Once cleared once, Unleveled dungeons become leveled
Unleveled Wilderness
Higher leveled enemies the further you are from town
Legendary and Mythic enemies
Special, named, unleveled enemies
Escapes
Daily Powers which allow you to escape from Too-High encounters
ark & Recall; Teleports to a marked location
Smoke- Pellets; Disorients all enemies nearby, aids stealth
Discretion is the better part of Valor; Increase speed and stamina
12 Quests
Its something of a sad reflection on TES that Skyrim's quests were so bad. Even the tacky feel-good questlines of Oblivion would make Skyrim envious. At the same time, the stories in Skyrim were fantastic, even if the absurdly bad quests related to them were choppy, poorly thought out and overly simplistic.
Quests are about telling a story, and that story should be the primary focus. If you want loot, go clear a random dungeon, or do a petty job. Particularly when dealing with main questlines, they need to be longer, so there is less abrupt jumping around (the Companions is a prime example of this problem) and shorter one-off quests from people in the world should be a little more linked to the dungeon-stories.
Finally, rewards need to be re-worked. As i said earlier, to lower inflation, leveled rewards need to be far, far less common.
Spoiler
12.1 Division
I would propose that what is currently contained in the idea of 'Quests' be divided into 3 categories. Quests, Missions and Jobs.
12.2 Quests
Quests are components to story driven adventures over a period of time. Primarily linked to the Main Story, or the Organizations/Guilds, quests are the life-blood of RPG's and need to feel natural in their progression (not rushed or choppy) but also fit into the overall world
Spoiler
Main Story Questline
Starts with introduction
Typically escape from captivity
2-3 quest orientation
Go to Town A
Speak with Person B
Obtain item C
Etc.
Minimum 5 quest 'Building Action' (ideally 10 or more)
Descovering major players
Uncovering the primary threat
Developing player-powers
5+ quest Pre-climix
Everything starts comming to a head
Collection of artefacts to aid you
Defeating secondary enemies (Dagoths, Dragon priests, etc.)
1-2 quest climix
Confronting the big-bad
1-2 quest resolution
Settle things down, resolve relationships
Explain impact, or lack there of
Possible lead-in to expansion content
Guid Quests
Introduction
Signing up!
Test of relavent skills
1-3 quest Orientation
Simple, guild related quests
Rat catching
Ingredient collection
Pick-pocketing
5-10 quest Rising Action
Introduction of many story plot
Establishment of key players
Exploration of primary threat/story
1-3 quest climix
Confrontation of primary story-threat or idea
1-2 quest Resolution
Tying up loose ends
Becomming/refusing Guild Master
Secondary Questlines
1 quest Introduction
Signing up!
1-3 quest Orientation
Establishing the faction and players
Establishing the story-conflict
5-10 quest Rising Action
Building on the conflict
1 quest climix
Resolution of conflict
1-2 quest Resolution
Rewards
Branching
Can have multiple branches
Side with character A or B
Branches should change the path slightly
Infiltrate lords Manor quietly instead of assault it
Summon Daedric informant instead of find book in Dungeon
Regardless of path, should arrive at the same ending
Prevents 'Dragon Break' problems
12.3 Missions
Missions should be single tasks given to us in the world, not linked to long-term storylines and pertaining more to the imediate needs of people we encounter. For instance, helping a woman find her missing husband, recovering an old soldiers favorite sword from some bandits, or helping a shady merchant off his business partner. They should be outwardly simple, straightforward and short.
Spoiler
Single act tasks
Can have multiple stages
Ex; Talk to Person A to learn location of Bandits, then kill bandits and recover sword
Should be straight forward objectives
Still room for different approaches
Ex; Kill merchants partner, warn him, report to guards etc.
Limited radiant implementation
Objective locations should be mostly set
Allows for mission to be tied into dungeon-stories for more depth
Set rewards
Special items
Special Perks
Skill-increases
12.4 Jobs
Jobs should replace the current idea of Radiant Quests. These are simple, profit earning tasks, assigned by Guilds, Tavern Barkeeps, Bounty Boards and Governers/Jarls/Dukes/Counts/Etc. The locations would be determined through the current system, the rewards leveled, and the tasks themselves straightforward.
Spoiler
Simple to understand Bounties
Retrieve item A
Kill monster B
Collect X bandit ears
Etc.
Leveled
Level random for Bounties
Barkeeps, Counts and Bountyboards don't care about your level
You could get absurdly simple jobs, or impossible ones
Difficulty selectable for Guilds
Easy (Job Level < PC Level)
Moderate (Job Level = PC Level)
Challenge (Job Level > PC level)
Leveled Rewards
Based on Job Level, not PC Level
12.5 Daedric Quests
The Daedric Quests are something of a unique situation in TES. They don't fit into the story driven Questline model above, but at the same time are more complicated than either Missions or Jobs. They should be short, but still showcase the particular temperment of the Daedra in question. They should also be challenging, as Daedric Artifacts are highly valuable, and should have the power to reflect their status.
Spoiler
2-6 Quests long
* Which Daedroth should be apparent within the first 2 quests
Introduction to Daedra and/or Artifact
Shrines, usually
Dawnstar Museum idea was interesting
Proving worth
Acomplishing a petty, though challenging task
Revealing competancy and Obedience
Confronting primary challenge
Collecting artifacts
Vanquishing particular foe
Receiving reward
Daedric Artifact
Need to be more powerful!
Allies/Companions
Challenging
Just as Daedric Artifacts need to be stronger, obtaining them needs to be harder
No leveled encounters for Daedric quests
Defiance
Skyrim had it right, we need the option to spit in the face of the Daedra
Should be at the expense of teh Artifact, but with different rewards
13 Factions
The faction involvement in Skyrim was particularly bad. Asside from a free place to sleep, there was virtually no reason to join any of the factions. To compound matters, there is very little to DO once you are part of a faction.
Both these problems need to be addressed, along with the seeming detachment of the Factions from the world. The Companions don't really interact with anyone, the College never actually does anything magical, and the Thieves Guild basically just sits there and complains about being poor. Fighters Guild teams should wander the roads, sent off on missions, Thieves should skulk in the shadows, and Mages should be out doing research and gathering ingredients.
Spoiler
Faction Reputation
Alters the base disposition of people the FIRST time you talk to them
If you've already offended someone, being in the same faction as them won't help you
At lower ranks, you may need to identify yourself as a member of the faction
Thieves Guild Handshake, Mages Guild badge etc.
Presence
The Factions shouldn't be cloistered groups, but should be active in the world
Random members on the roads and in the woods
Incentive
Access to special crafting resources
Plans
Special Forges, Alchemy Labs, etc.
Spell Crafting
Rank related?
Access to rare materials
Superior Lockpicks, higher quality gear, powerful potions
More powerful spells
Easy introduction equipment
Uniforms!
More Companion options
Easier mercenaries/occupants for player property
Cost
Guilds collect dues
More reliable Jobs
Ability to choose difficulty of jobs
14 Artifical Intelegence
The AI in TES games needs some serious work. Enemies fight to the death, animals kamakazi themselves agaisnt you regardless of injury, and even when something retreats, they tend to run infinately away from you. I'm not a programming expert, not by a long shot, but there needs to be a better system.
Spoiler
14.1 NPC's
Similar to now, different agression options
Smugglers only attack when you intrude on their personal space
Bandits attack on sight when outnumbering
May negotiate if PC and companions are extremly powerful
More cooperation between allies
No shooting eachother in the back
Surrender
Alone and injured enemies can surrender
Potential for rounding up prisoners and dragging them to town?
Reward for prisoners?
Persuit
Generally don't chase PC too far, prefering to stay near 'Base'
14.2 Animals
Most animals should leave you alone, unless approached agressivly
Wolves, bears etc. should back away whenever possible
Unless diseased
'Packs'
Many animals live, hunt and fight in groups
Increased agressivness for parents with young
Cornering
Even an Elk, when cornered, will fight back
Persuit
Will only persue player for a determined distance
Predators persue further, parents shorter
14.3 Monsters
Agressive (Trolls, minor Daedra, Undead, Falmer)
Attack on sight
Persue relentlessly
Edgy (Spriggan, Giants etc.)
Attack if you get too close
Don't persue too far
Possible negotiation with Language Perks?
Passive (Mammoths, Netch etc.)
Only attack if attacked first
Don't persue far
15 Perks
Perks. Oh, how i love Perks. They are easily the best thing to happen to TES since Morrowind's change to a understandable leveling system. However, they were haphazzardly implemented in Skyrim, unballanced in the extrem and far, far too restricted.
The Perk system needs to be expanded, and can form the basis of future TES Roleplaying. The range of options available, how they influence gameplay, and how they shape the world and out experiences are nearly infinate, and i hope, Nay! I Pray! I pray that Bethesda keeps working with the idea instead of scrapping it because of the short sighted complaints which cannot see past the sloppy implementation.
[spoilers]
15.1 Types
There should be 3 main types of Perks. Character Perks, Adventure Perks and Achievement Perks. Each of these is obtained in a different manner, and confers different benefits to gameplay.
15.2 Character Perks
Character Perks are only obtained during Character Creation. These would be a semi-revival of the old Advantages-Disadvantages from yesteryear, slightly manipulating different aspects of your starting experience, and with lasting effects throughout your character. Most would be minor, though stronger ones would come with a draw back.
Of course, you would have to be limited to how many you could take. 2-3 seems reasonable.
Spoiler
Examples of Character Perks
Magical Prodigy
+20% Magicka
+10% Attribute Progression; Intelegence
-10% skill progression in Combat Skills
Bruiser
+10% health
+10 % Attribute Progression; Strength, Endurance
-10% Attribute progression; Intelegence, Agility
Friendly
+10% starting dispositions for all NPC's
Eye for Detail
+5% bonus to crafting results
Can affect potions, item stats, value etc.
15.3 Adventure Perks
These would be your bread and butter perks. Still obtained through leveling up, these perks would affect the strenght of your character, your special abilities, your combat techniques ets.
I would like to see them re-arranged, though, away from that god-aweful and restricitng constalation nonsense. Arrange them like the Compass Rose, with Combat, Magicka and Stealth arranged as West, North and East, and for South, add a 4th 'tree' for Heroic perks. This particular tree pertains to your race, allowing you to develop the character of your race if you so choose. It should also contain 'unlockable' branches linked to the major transformative conditions; Lycanthropy, Vamparism and Lichdom.
One thing i would like to see, particularly when dealing with the Stealth to Magicka trees, is some interaction with the Combat tree. Minor elemental empowerment your weapon strikes, Enchanting specializations affecting Smithing, Stealth Perks affecting draw-speed etc.
More importantly, though, Perk Trees should be extensive and encourage specialization, while at the same time affecting your experience.
Spoiler
Example Perk specialization
Combat
1-handed Weapons
Critical Strike
15/35/50% chance to inflict double damage
Crippling Blow
+10/20/30% locational Damage
Decapitate
Criticals on enemes below 20/30/50% health kill the enemy instantly
Blade
+10/15/20% damage with 1-handed Blades
Skirmisher
+10/20/30% damage when using 2 differend classes of weapon
Quick-Draw
Draws and switches weapons faster
Opportunistic Strike
Striking a staggered opponent crits automatically
Hit-and-Run
+5/10/15% speed after a sucessful Power Attack
Assassin
+10/20/30% damage with Daggers
Concealment
Faster attack speed after drawing a weapon
Viscious
+5/10/15% damage when not power attacking
Cobra Strike
double thrust automatically crits if it hits
Duelist
+10/20/30% damage when weilding 2 swords
Reposte
Faster attack speed after parrying
Parry Master
Decreases damage when parrying by 10/20/30%
Dissarm
Double Parry dissarms opponent
Bulwark
+5/10/15% damage if using a shield in one hand
Following Slash
Slash speed inscreased after blocking
Rapid Recovery
Stagger recovery increased by 10/20/30% Defensive Thrust
Can thrust while still blocking
2- Handed Weapon
Block
Heavy Armour
Smithing
Survival
Hand-to-hand
Stealth
Alchemy
Marksman
Sneak
Theivery
Light Armour
Speachcraft
Athletics
Beast of Burden
Increases carry weight by 100/200/300lbs
Long-Winded
Stamina drain during sprinting 15/30/50% less
Deep Breath
Increases breath capacity when swimming by 10/20/30%
Explorer
When resting outdoors, reveived 15/30/50% Well Rested Bonus
On the go
Effects of food doubled
Carefull footing
Fall damaged decreased by 10/20/30%
Tollerance
Effects of Poison diminished by 20%
Soldier
Not encumbered by armour
The Long March
Stamina drain while sprinting in Armour decreased 20%
Take it with you
Resting on Bedrolls increases resting bonus 15/30/50%
Battle-Fortitude
Health Regeneration increased by 20%
Trader
Basic movement speed increased out of combat
Heavy Load
Carry weight increased by 20/40/60 lbs
15.4 Achievement Perks
These perks would be rewards for certian actions, obtained by completing quests, joining certian organizations etc. Things like knowing the Thieves Guild handshake, how to recognise smugglers-marks and "Divine Intervention" (teleporting to the nearest Temple).
Crafting Plans could also be included in here, allowind you to more easily identify what you know how to make.
[/spoiler]
16 Magic
17 Kill-Cams, executions and disables
The Kill-Cams in Skyrim were an interesting cinematic addition, and can add some enjoyable variety to combat, but they can't just be left as they are. They need to march on, some of the more... clunky ones need to be re-examined (I have yet to have a Dragon kill where i actually hold onto his head...) and the magical ones need to be overhauled entirely.
At the same time, instantly fatal sneak attacks should feel more epic than just shiving someone in the knee. They should be stealthy and dramatic. Similarly, we should be able to disable enemies without killing them, knocking them out or gassing them in a suitably cinematic manner.
Spoiler
17.1 Kill-Cams
As mentioned above, kill-cams need to progress if they are to remain. With the inclusion of a location damage system, you could have some interesting finishers, lopping off limbs or crushing skulls. Magic also needs some love in this regard, as their current finishers are lack-luster at best.
Spoiler
Weapon kills
At least one per type (Blade, Blunt, Axe, unarmed)
Ideally one for each attack-model, with preferance for highest damage attack
Scimitars use slashing kill
Maces use chopping kill
Different animations for 1-Handed and 2-Handed
At least one for shield
Skyrim's shield kill was quite enjoyable
Special unlockable finishers for perk-specializations
"Cobra Strike" unlocks an aditional kill animation for Assassins
Archery kills
Mostly as is
Follow the Arrow in flight, get to watch it impact into skulls
Variable kills for different arrow types?
'Heavy Arrows' ripping off limbs?
Magical Kills
More ESO trailer, less *Snore*
Melee spells
Grabbing people, melting faces
Lightning shooting from eyes
Freezing people solid
Channel Spells
Tossing bodies in-stream asside
Queen Ayrenn in the ESO traier, tossing Daedra around
Target spells
Flinging bodies around
AOE spells cause people to explode
Disintegration!
17.2 Executions
Executions, in this context, refers to instantly fatal sneak attacks. Mentioned earlier is the ability to buy perks to allow you to instantly kill certian types of enemies while undetected, and the vast majority of executions would be caused by this. However, with the right abilities, you can even shiv a Giant in the spine, so any sneak-attack kill could quality.
As it stands, you just poke something and it dies. It's dull, and not particularly rewarding. Whats more, having enemies randomly fall doesn't do much for a continued sneaking dynamic. Executions should create a more cinematic feel, while allowing a little more predictability on how enemies colapse. With a deeper stealth system, this could allow stealthy characters to clear out entire dungeons without being detected.
Spoiler
Kills
One for each weapon-type
Sliting throats, axes in skulls, smashed temples, decapitations
Should be quick and silent
No impaling, nothing that would cause people to scream or fight back
2-handed weapons get no kills?
Enemy placement
Small weapons like Daggers and Swords finish with you carrying the corpse
Allows you to drag a body into the shadows
17.3 Disables
We shouldn't have to kill EVERYBODY. Even in Morrowind, you could knock some enemies out (albeit for a short time) and that mechanic needs to make a come back. If you're sent on a mission for the Thieves Guild, we should be able to sap and knock out guards. We should have sleeping darts, knockout gas and a myriad of other ways to infiltrate than just avoidance and murder.
Disables should also be as cinematic as possible. Sapping guards, putting Bandits in choke-holds, chloroform or just punching the big bruiser with a glass jaw.
Spoiler
Toggleable
This really needs to be an ability which you can turn on and off. While on, your character only tries to disable his opponents, rather than killing
This would also allow for interesting things like smashing people with the pommel of the sword
Long-term
Knocked out enemies shouldn't get up after a few seconds like in Morrowind. Let it last a few in-game hours.
18 Classes, Builds and auto-leveling
This is something that's been hotly debated... And frankly, i hated the old classes. They were restricting, unatural and nothing but a throw-back to older cookie-cutter RPG dynamics. That said, many people seem to like some definition of identity that comes along with having a 'Class' and i suppose i can apreciate that.
At the same time, the concept of pre-defined builds and arcetypes offers something of an introduction which would allow players who aren't familiar with more complex character building (as defined by the above Perk section) to play without having to learn the ins and outs of the system beforehand.
Plus, having the ability to plan out your build beforehand, and never having to go back into the Perk tree allows for a more seamless gameplay. You could even have a peripheral app alowing you to design builds while not playing the game, and the ability to share those builds through a system like the Steam Workship.
Spoiler
Auto-leveled Builds
Plan out, stage by stage, what abilities and perks you want to unlock
When you level, you buy the next perk in line
No need to constantly go into the Perk menu and look at what to get next
Pre-defines what skills you want to use
Locks progression to those skills?
Classes
Revive the old Classes are release builds packaged with game
Customization
Allow players to design their own builds
Sharing?
Players can download others builds to try out?
"Adventurers"
The current 'Stantard'
No pre-defined perk progression
More complicated, but also more versatile
19 World Interaction
The world needs to be more interactive. Oblivion had the most novelties, with the whole moving chains and vines, and Skyrim offered some interesting ambush scenarios with some of the traps, but overall, there remains little in the way of interaction with the environment.
Whats more, you have less interaction with the world at large. Regardless of your position, you have no power. As the leader of a Faction, you can't control the activities of that faction (though, admitedly, they don't do much anyway).
There should be multiple ways to interact with the world. From cutting the ropes on a rack of barrels to force your enemies to scatter, to opening windows to slip into places undetected, to actually LEADING your factions.
Spoiler
19.1 Object Interaction
We need to be able to interact with the objects in the world to a greater degree. Cutting ropes, climbing over low walls, smashing down doors... Object interaction allows the game to have the potential for more strategy. No more would it just be about marching through a dungeon, killing everything. We could set ambushes, open new routes for infiltration or find creative soulutions to problems.
Spoiler
Fire and light sources
Movable candles, lantrens, torches
Knocking something over puts it out
Can extinguish and re-light
Suntry objects
Moveable containers?
Knocking over barrels to slow persuit
Strength requirement based on contents?
Rolling logs
Cuting topes on stacks of logs
Log-traps
Destructable doors, windows and chests
Hard work, but should be an option
Make lockpicking the quickest and quietest way into things
Lighting rickity platforms and bridges on fire?
Repaired after X days
Deployable traps?
Set up your own ambushes
Eff the Po-leese, i wanna be a Bandit!
Knocking over ladders?
Cutting ropes?
Doors, grates, windows
Climbing through sewers
Sneaking into windows
Sneaking down chimneys?
Narrow shafts?
Watch out for fires?
Environmental objects
If it's reasonably moved, we should be able to play with it!
Tapestries
Rugs
Chains
Robes
Vines & Roots
Containers and Furnature
Let us drag stuff around
'Activating' moves it into its proper, upright position, but at its current location
19.2 Faction and Domain (Hold, Village, County, Kingdom) Interaction
We should have greater interaction with our holdings, just as they should have greater interaction with the world. As the leader of a faction, we should be able to send our underlings out on jobs. Let us manage the Guild's finances and reputation, upgrading its facilities and recruiting new members, or sending people out to complete tasks
Step things up from Hearthfires, let us take control of a village and its surrounding area. Recruit and assign guards, send them to clear the roads and keep trade open, impose taxes and actually involve yourself in the world around you.
[spoiler]
Faction management
Use a map at HQ to open
Review members and resources
Keep track of the guilds wealth
Identify what skills your underlings have
Send people on missions
Guild members can't die, but high relavent skills decrease time for success
Generates income for the Guild
Guildmaster gets a cut
Can set what % of cut you get
Can use guild funds to outfit members in better gear?
Bring your guild from ruin to glory?
Domain management
Set taxes
Gives pool of gold avialable for paying Guards, building structures
Mayor/Duke/Jarl (the PC) gets a cut
Can skim off the top for a bigger cut
Build structures
Set 'plots'
You have to pick between options
No going back once decision is made
Hire and pay Guards
Guards protect the town from Bandits and wildlife
Can patrol the roads to keep it clear for trade
Can send guards out to clear nearby ruins and caves
Resources
Opperate a Mine and a Lumber Mill
Use stone and timber to build and upgrade structures
Trade surpluss to increase your domains wealth
Anything you can assign to minions, you could of course do yourself
This would fit in with Radiant quests as well
Peripheral integration
Manage your town and factions from your Smartphone or tablet without having to load up the game
20 Persistance
This is going to be a touchy concept, since there seem to be a number of people who hate having an 'Always connected' game. While not totally nessessary for a persistant world, connection would allow for intergration with peripherals, allowing you to review your build, your town/faction, your journal etc all while away from the game.
But this all requires that the world be Persistant. When you turn it off, things should still happen. Caves should re-spawn as new bandits and creatures move in, new faction-missions should become available, and the minions you've dispatched should continue their work while you are 'relaxing at home'.
Fable 1 and 2 continued to generate rent while you weren't playing. Assassin's Creed 4 allowed your fleet missions to plod on even if you didn't pick up the controler for days at a time. It's time TES gave us a truely living world, one that goes on even if it's hero is taking a few days off.
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