Official: Beyond Skyrim TES VI #69

Post » Tue Jan 19, 2016 3:52 pm

Do we think the f4 face creator would work in the next tes? I especially like tge option to reset everything if you dont like what you see. Would live ab expanded version for vampires later in game

Ive gotten used to the apoearances of dunmer/otger elves and i would hate for a prettier races version

F4 adds charisma and it influences romance. Would love this feature instead of mara necklace for marriage
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Tue Jan 19, 2016 9:47 pm

I hope the character creator (appearance) has the option of using sliders, the f4 model is good, but it makes it hard to make formulas for famous faces etc, or to easily switch between options without losing the previous one.

User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Tue Jan 19, 2016 11:18 am


I agree completely. I hope TES VI adds a questline for high level players (level 55-60+). In Skyrim, after I would hit level 40 or so I felt over powered for most of the quests. Now there should come a point when the player is over powered for a lot of things, that's the reward for leveling up and devoting time to crafting the best weapons and armor. However, I would like that feeling of preparing for something to last longer.





I would love to see more diversity among enemies in general. In Skyrim, the same play style worked for pretty much every encounter. Different enemies should require different strategies, even if one has great weapons and/or spells.




Recently, something started to bother me in Skyrim. I was in an apothecary stealing ingredients as one does. Then, I realized that the store's owner was a nice old woman. There should have been a feeling of guilt, but I knew everything would respawn and she would be fine. I would love to see TES VI make players confront the morality of their decisions. For example, each NPC should have incomes and needs. Instead of things respawning once stolen, they should be gone until the NPC replaces them (in other words, if you keep stealing the gold from their strong box, there won't be any more jewelry in the house). Some NPC's could be renters and if you steal enough gold they could be evicted. Some stores could go out of business. Sure, other NPC's could take over the rental unit or store, but it'd be interesting to see the nice old woman you took advantage of begging next time you came to her city. Likewise, it would be great to target rude NPC's for robbery and try to destroy their lives.

User avatar
Ladymorphine
 
Posts: 3441
Joined: Wed Nov 08, 2006 2:22 pm

Post » Tue Jan 19, 2016 1:50 pm

Agreed on all accounts. I think they would need to hit all three of these marks in their next game.



Different kinds of characters should have different kinds of strengths and weaknesses that match up or conflict with with the varying strengths and weaknesses of the enemies they encounter.



I also think that there should be some missions/quests/branches for quests that only activate once you're at a certain level. For this to be done reasonably well, they'd have to massively overhaul their scope for the amount of quests and dungeons that they include. That way, even if some dungeons/quests/faction ranks were reserved for high level characters, there would still be plenty of content available that doesn't require being at a higher level. They just need to figure out how to pace things appropriately.



More consequences would be wonderful as well, and a lot of this could be done by further elaborating on NPC schedules, to where you see shop owners meeting with their suppliers, doing deals with couriers, or collecting the things themselves. I think this could be reasonably done well. Then there could be certain components to those schedules which could align with an economy system. I think there should also be a slight element of randomness to things, such as a shop keeper being killed/robbed while picking up ingredients of meeting with their supplier. There should also be adequate replacement systems in place, where if a shop keeper goes out of business, eventually their store would be replaced with something else, which could also depend on randomness.



A lot of the complexity of these sorts of things would require a ton of work, but I think that it could probably be done if they expanded their scope a bit.



I'd also like to see dynamic newspapers in each city, that keep track of a variety of events that take place. If a shop goes out of business or opens up, it could appear in the paper, or if someone gets murdered or dies in the city, it could also appear in the paper. Holidays should also be present, and there should be special cultural displays for most of them.



On daedric summoning days, it would be nice to be able to get a unique quest from a certain daedric prince. Maybe on Sheogorath's summoning day, random mushrooms like from the Shivering Isles could appear around the houses of certain followers (some could just be implied to be followers by the mushrooms, rather than outwardly stated by them - I've always liked things like this).

User avatar
Louise Lowe
 
Posts: 3262
Joined: Fri Jul 28, 2006 9:08 am

Post » Tue Jan 19, 2016 9:34 am


I love these ideas. Newspapers would be a great way to make cities come alive. Personally, I'm hoping for bigger, more metropolitan cities in TES VI. I'm sure others are better informed than me to answer this but I don't feel like a printing press would be lore breaking. Plus, newspapers would offer so much potential for unique quests. Obviously, the papers themselves could guide players to things to do. There could also be scholars or interested citizens who would pay for a different city's paper.



It would also be great if the player could purchase stores that go out of business. There should also be the option to hire someone to keep shop. Maybe if you don't have an employee and don't come back in a few weeks the city will give the store to someone else on the assumption that you died or disappeared.



I think having holidays would be fantastic. The developers of TES have invested in creating a custom calendar so it only makes sense that TES VI build on this and have holidays and seasons. Holidays in particular would add depth to the cultural components of the races.



Finally, I would like to see religions expanded upon in TES VI. Instead of wearing an amulet to get a god's blessing, the player would have to serve the god by doing things via the temple. Maybe each god has 10 levels of the bonus they offer that get stronger as the player progresses in their faith.

User avatar
helen buchan
 
Posts: 3464
Joined: Wed Sep 13, 2006 7:17 am

Post » Tue Jan 19, 2016 11:48 am

I donk know if lore breaking. If the direction the wind is blowing continues and we end up in Hammerfell that wouldn't be much of a stretch. The Redguards as whole seem to be the most technologically advanced humans. When I say this I mean the general populace. No doubt kings of other lands have better tech than a Redguard pleb, but I'm speaking on a whole. They don't like relying on magic because they think it makes them weak and they have cannons and gun powder for their ships.


If a printing press doesn't exist yet there could always be a quest to help a Breto-Nord artificer who happens to be a Forebear sympathizer (named Johannes for the shout out) invent one for the sake of Forebear propaganda.
User avatar
C.L.U.T.C.H
 
Posts: 3385
Joined: Tue Aug 14, 2007 6:23 pm

Post » Tue Jan 19, 2016 4:25 pm

Does anyone have any thoughts about mainland Morrowind?



Many years ago I read Bethesda Softworks wanted The Elder Scrolls III: Morrowind to have mainland Morrowind not just Vvardenfell, but couldn't add mainland Morrowind because the Xbox couldn't handle it.



This has been brought up again a few times through out the years here on the Bethesda Softworks forums as well.



My question is will we ever get to see mainland Morrowind in a new The Elder Scrolls video game or something?



This thought has been coming back to me every year and I really wish justice was done for it so we can explore it.

User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Tue Jan 19, 2016 9:17 pm

We still got lands we havent been to I much rather see those that we havent been to then go back to a previous location ONWARD TO VALENWOOD!!!!!
User avatar
Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Tue Jan 19, 2016 2:12 pm

We have never been to mainland Morrowind other than in The Elder Scrolls II: Daggerfall, but The Elder Scrolls II: Daggerfall contains all of Tamriel's provinces.



I would also like to see a new province as well I hope we see Elsweyer or Valenwood.

User avatar
Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Tue Jan 19, 2016 3:00 pm

You're mixing up Daggerfall and Arena, mate.

User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Tue Jan 19, 2016 10:03 pm

We did get to see parts of mainland Morrowind in the Tribunal DLC for Morrowind. It wasn't much, but it was there. I'd be up for seeing more of it because I love the dunmer, but I don't think Bethesda is going to be revisiting any provinces we've seen in a main title any time soon (outside of maybe a short trip in a DLC akin to Dragonborn). I'm ok with that, though. While there is certainly more to Morrowind than we've seen, we've still seen quite a lot of it and got a very good look into Morrowind's culture (probably moreso than any other individual culture in the game) so I'd rather see more unexplored territory like Elsweyr, Black Marsh or Valenwood before returning to Morrowind.

User avatar
Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Tue Jan 19, 2016 8:12 pm

They undoubtedly exist. Books are too commonplace and Tamriel on the whole is much too literate for them not to.

User avatar
LuCY sCoTT
 
Posts: 3410
Joined: Sun Feb 04, 2007 8:29 am

Post » Tue Jan 19, 2016 9:11 am


A useful institution for taking control of businesses, renting ships to explore in (and hiring crew for them - effectiveness controlled by attributes of the crew per job), loans, buying houses, buying resources, or things for settlement management/construction would be banks. Even more so, the East Empire Company could be its own faction, similar to a merchant's guild, which could have jobs that require both brute force methods, as well as persuasion or heavy political/subterfuge tactics to advance in the faction. If one became high ranking in the guild, they could perhaps regulate trade in the region and have a greater amount of influence over the region's economy, and thus, the economic consequences for different parts of the region. They could even be a rival faction to a piracy-oriented thieves guild and shun/utilize guards to attack any known associate. There could also be some corruption involved in the guild as well, which could provide additional decision-making to take place.



I agree that it would be cool to see newspapers have propaganda depending on where you are in the region and depending on what political faction controls the area. I also think that Crown, Forebear, and Lhotunic cities should be made architecturally distinct, where you can tell which faction controls what territory.



I also agree that there should be a greater role in temple-related matters. However, for a Hammerfell game in particular, I'd like to see both the Hammerfell/Yokudan-cultured temple and the Imperial Cult/temple play roles as actual factions.



I think that an increase of scope in terms of the number of factions is necessary (or at least majorly important) for the next TES game. If fleshed out with faction rivalries, consequences, benefits, and relative cultural dynamics for each faction, then I think it would scratch an itch that many fans of the series have wanted for a long time.



As Dargor said, they'd almost have to exist. Especially even considering the existence of the black horse courier in Oblivion. Unless there's some magical means of transcribing all of those newspapers and books.



It seems like it's just one of those things, like toilets/bathrooms, that we can assume exist for the populace, even though there are no in-game signs of them, barring sewer networks.

User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Tue Jan 19, 2016 11:43 am

Attributes may be a lost cause and yet so many players miss them. I remember Todd Howard explained before Skyrim why he got rid of the attributes but I forgot in the meantime which was the reason. Now Fallout 4 got rid of the skills, and I don't remember any criticism in the reviews for Skyrim aimed specifically at the loss of the clasic TES attributes. Now the next step in the trend may be removing the skills from TES too, otherwise why remove them from Fallout? If he thinks the character definition and variation is better accomplished by perks, then this should apply to TES as well.

User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Tue Jan 19, 2016 3:48 pm

Todd Howard made a mistake removing attributes in The Elder Scrolls V: Skyrim. A lot of us who purchased The Elder Scrolls V: Skyrim will probably never purchase The Elder Scrolls VI and some of us didn't even purchase to this day today still Fallout 4 and will probably never purchase Fallout 4 and those of us who purchased The Elder Scrolls V: Skyrim feel so disappointed that we purchased The Elder Scrolls V: Skyrim.



If Todd Howard keeps wanting features removed to add features that make playing Bethesda Game Studios video games easier to play or make you be like a immortal god, we will probably never return to purchasing Bethesda Game Studios developed video games, ever again.



I'm hoping The Elder Scrolls VI has the armor and weapons degradation system added back, the attributes added back, spell making added back, and the classic classes menu and birthsigns menu. I hate the standing stones in The Elder Scrolls V: Skyrim.

User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Tue Jan 19, 2016 12:27 pm

Mr. Howard was entirely correct in his statements about Attributes and why they were removed. He basically said they had become shallow, superficial dump-stats that didn't offer any variability because of how they were linked to Skills, and which didn't offer enough impact because they couldn't overshadow skills (which would only have exasperated the dump-stat problem). The solution was to remove them and roll their multi-Skill impact into the Perk system, to give players a more noticeable impact and to increase the variety of builds and choices. And the plan worked, sort of... The main failing was it just highlighted how pointless Attributes had become.


Fallout had the same problem. Skills and Attributes competed for prominence, with Attributes taking the lead as the 'most important' (as opposed to TESs skill driven model). The decision for Fallout was to go the other way, increasing the importance of Attributes and eliminating Skills, and the end result was actually better than Skyrims... But I think it's a stretch to say that it sets a presidence for removing Skills in TES. It was an opposite approach to the same problem to differentiate the two franchises, not an indication of TESs future.


Anyway, Attributes as they were are dead. And well they should be. But the IDEA behind them is still valuable. Their end, however, is no different than the merger of Short Blade, Long Blade, Axe and Blunt, however. In the end we got a better system that just highlighted how pointless the old one was.



Anywho... Newspapers. I for one don't like them. I like the IDEA, but the implementation has never worked, from the examples I've seen. The way they deal with articles is weird, and they often end up being too static to really add anything. There are some uses I could see, but you also have to cut through some writing issues and need to expand on or implement entirely new systems to make it really 'Work'.


I also found it really jarring and out of place in Oblivion. It shrunk the world down by having a single Newspaper scattered across Cyrodiil (the largest province which should, by all reasonable accounts, he more than a million square kilometers) and it never really offered anything characterful or insightful. It also just wasn't integrated well, and something like a paper-boy or News-Stand doesn't really fit with the world.
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Tue Jan 19, 2016 8:14 am

I hope the next TES will be a true directX 12 game.

User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Tue Jan 19, 2016 2:41 pm

What's the difference between a true and a fake dx12 game?

User avatar
Niisha
 
Posts: 3393
Joined: Fri Sep 15, 2006 2:54 am

Post » Tue Jan 19, 2016 10:55 pm

I'm not a programmer, couldn't tell what DirectX exactly does to a game, but yeah, I always want the newest technology in my TES, all the bells and whistles. Skyrim felt a bit behind the curve graphics and animation wise, and Fallout 4 isn't great looking for 2015 either.

User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Tue Jan 19, 2016 9:19 am

Alright gunna move the discussion to something I'm trying to come up with ideas for and would like to hear peoples input and ideas. How would you guys like Mounts to be handled in TESVI. Get as complicated or simple as you want from things like more variety, to breeding them, saddle-bags, combat, whatever you can think of.

User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Tue Jan 19, 2016 11:37 am


I remember before Fallout 4 was announced everyone was Chicken Littling "They removed attributes in Skyrim, so they're probably going to remove them in Fallout too!". I figured if Bethesda was going to remove anything, they'd remove skills in order to put more emphasis on SPECIAL. And they've been shifting towards a perk-focuses system since Oblivion. Their focus seems to be on finding the best way to roll the character system into one big fat layer, instead of parsing it out into several different systems like perks, attributes, skills, feats, powers, techs, whatever. And then the focus on developing a character in a more nonlinear way, instead of defining the character at chargen and just growing into that build.



The only thing lost with Skyrim's changes that I think needs to be brought back in some form, is the sense of creating a direction for out characters from the beginning (in a way that doesn't restrict us to only that direction). Moving forward from Skyrim, I think they need to rethink/reorganize some of the skills and crafting systems to better fit into the learn-as-you-do system in Elder Scrolls, in order to avoid encouraging grinding (crafting everything you can instead of everything you need), better fit the ways players naturally play the game (armor skills advancing by taking damage is counter-intuitive to an action RPG where we try to avoid getting hit in the first place), and require some form of investment in a skill before you can really advance/succeed in it (you never need to spend a single point in lockpicking or speech to accomplish everything you need in those skills). I'm not as interested in the details or model new potential character systems to address this.



On the story, and the "mythical chosen one" role: I'm not too worried about how they handle it, as long as the story's good. Some people are born great (the Dragonborn), some people become great (the Nerevarine), and others have greatness thrust upon them (the Hero of Kvatch). Plus, all the games have been sort of a subversion of the concept anyway - instead of having a destiny you must fulfill, the "Chosen Ones" are the only ones in the universe that aren't bound by fate. The conversations with Dagoth Ur and Paarthurnax are the best examples of this, and I like to think Miraak and the False Incarnates are examples of heroes that ignored their destiny - but then again it's all left deliberately vague. The only thing I could ask of Bethesda in a story, and the role of the protagonist, is to keep writing stories that let us draw our own interpretations, and reward creative thinking. And of course, lots of politics.






I don't know the technical details behind anything, but as a layman what impressed me most about Skyrim and Fallout 4 is the lighting, and other effects like fog and depth of field. The same exterior location can look and feel radically different based on the weather and time of day, and it's all so dynamic. And for interiors that are all built off of the same modular architecture kits, it's the lighting and post-processing effects that really give them their visual identity. It seems bold for Bethesda to use such thick fog for some of the weather types in Fallout 4, but I think it really pays off - especially when I'm deep in the Glowing Sea and a lightning strike illuminates the entire city skyline miles away, or when I'm going through a dead forest at sunrise surrounded by a bright golden fog (with the godrays coming from every branch). It's all so surreal.



I'd guess that's what Bethesda looks for in graphics technology - dynamic ways to change the atmosphere and visuals of similar environments. While I think a lot of the criticisms over Fallout 4's graphics are unfounded (and calling it a last-gen game is downright stupid), it's possible Bethesda takes note and doubles down on the graphics tech for TESVI. They won't go as far as the most advanced PC games, of course, since they're still a multiplatform developer, but I think they'll try and get the most they can out of the current gen consoles for their open worlds.



(And their skies have always been impressive. I even gained new respect for Daggerfall's skybox after watching a https://www.youtube.com/watch?v=6qggpB8IGic of it.)






I'm hoping the next game comes with mounted combat out of the box, and tries to improve upon it. Like having enemies battle you (or each other) on mounts, characters getting knocked off their mounts in combat, and mounts acting a little more sensibly when we're not riding them. Like a basic companion interface where we can tell them to wait or follow behind us on foot, making them protected/essential so that they're not so easily killed, getting them to not join in on every fight they see, and maybe even companion share. I don't think breeding would work considering how slow the passage of time is in these games, and Minecraft style breed-in-a-week doesn't jive with the rest of the setting.

User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Tue Jan 19, 2016 7:38 pm

With how well the crafting system for Fallout 4 was received I think its only fair we ask for a similar amount of attention be given to weapons and armor in the next Elder Scrolls tittle. Being able to break weapons down into sections and further customize them would be amazing to have. Swords/knives could be customized by pomel, handle, guard, and blade. Axe/hatchets could be customized by handle, grip, head, edge. Bows could be done by grip, limbs, string and sight. Crossbow could have body, trigger, limbs, string, sight. You get the picture!


Armor would also be cool to be able to customize like in FO4. Being able to reinforce it, make it harder to detect, pocketing!


Also being able to break down all the junk in the world would add so much to it and at times add some challenge. Rarer armors would be harder to upgrade due to the rarety of items needed.


I feel this is what the next TES game really needs to breath some new life into it.



Also if in FO4 we get a Pipboy why cant we get a journal in TES? Like you hit the menu button and your character pulls out a leather bound book and opens it up. Inside you have marker tabs labeled as quests, skills, inventory, map, ect.
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Tue Jan 19, 2016 11:59 am



I wouldn't mind a more in-depth system with breeding, training etc... But the time scale used in modern TES could lead it to being disjointed. But that's a bigger problem than just animal rearing...


One thing I absolutely do not want are whistles. It's an incredibly popular set of mods, but by Vehk, it's so stupid. Either your mount appears out of nowhere and you instantly mount, like in ESO, or it rides in from somewhere and ends up like the glitchy nightmare that is the Demon Roach. If people want it, let them mod it in, because if Bethesda does it they'll fail like everyone else and the internet will whine about lack of polish. Just give it a Stay command and leave it as it.


Mounted combat is a trickier beast... I don't want to piss off the cry-baby machine that is PETA, but going the direction Wild Hunt and having horses get spooked and drop their rider is just too simplistic... So we really need the ability to kill an opponent's mount (which is by far the most used way of dismounting someone) but that can quickly cause issues with animations (we don't need a repeat of the horrible Dragon-Finisher) and would necessitate entirely different tactics for almost all AI... not to mention equipment and interaction changes (so you can armour your mount). There is a LOT of work that could go into improving Skyrim's mounted combat, and presently I just think it's work better suited to other places..




As it stands, the Fallout crafting model almost works better in TES than it does in Fallout. Flip the interactions (Armour getting the most visual modifications) and put more emphasis on creating instead of modding, and it's basically functional. It's main problem comes from how recipies are learned, but that's a problem pretty much every other RPG has already solved.


Expanding on the system while maintaining the same philosophy, however offers near infinite options. Without expanding the equipable slots from Fallout 4, you could easily make it far more diverse than anything Morrowind could accomplish.




The Pipboy serves a very clean interface system because it's something you're always given as part of the story. It is, conceptually, a wrist mounted computer that does everything a modern smart phone or tablet does, meaning it is very easy to pass it off as an interface.


A Journal.. not so much. Not only can you not assume that every PC has one, but it lacks the same foundation for tracking your stats and aren't as interactive. I may be biased, however, as I see the 'Adventurers Journal' as a tired and over-used concept that never really made any sense...


Now, a 'Main Menu' system more in line with The Forest may have potential.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Tue Jan 19, 2016 7:06 pm

A thought just occurred to me... What if the next TES game, had spells that were technically spells, but they were called "Stances" and you could customize your playstyle by choosing which stance to use? Here's some examples. You could be in many stances at once but some would be mutually exclusive with some other stances.


Stances cost zero mana and never fail, but switching between mutually exclusive stances has a 24 hour cooldown.


Cautious Stance: Sometimes you miss your enemies and sometimes they miss you, this is effected by both stamina and weapon skill, it also makes your attacks cost slightly less stamina. Can't be used with Accurate Stance.

Accurate Stance: Makes your attacks never miss- as well as your enemies never miss.


Hate Daggerfalls and Morrowinds miss mechanics? Just be in Accurate Stance 24/7. Accurate Stance would make the game play exactly like Skyrim or Oblivion in that regard.


Stance Of The Brute: You have a 70% chance to knock down a blocking enemy, but take significantly longer to regain control after a power attack. All your combat animations are changed to be more Hulk like, all strength without much technique. Can't be used with Stance Of Finesse.

Stance Of Finesse: There's a 10% chance time slows down each time you're about to get hit, and a 15% chance if an enemy power attacks, in this stance your fighting animations are like a master fencer, filled with finesse and acrobatic leaps.


And that' just the tip of the iceberg with the stances idea. I think there could be so much playstyle customization with stances like these, that nearly everyone would like TES 6, and everyone could have the playstyle they wanted via stances.


... I would love to have Combat Stances like that.



I think Skyrim's big problem was perks that made no sense. Making SOME situations easier is one thing, but for example a pickpocket skill that increases carry weight, makes no logical sense to me at all, and comes across as something, that makes some situations easier, and doesn't even use magic to create suspension of disbelief.


One thing that bugged me about Skyrim is how senseless a lot of the perks were.


First off- why did one of the pick pocketing tree things, Deep Pockets increase carry weight? I don't mean to be overblowing realism in a fantasy game, but imo, the way Skyrim handled carry weight seemed very unrealistic to me. Being a good power lifter isn't going to automatically make you a good long distance runner, if Skyrim's stats reflected reality the worlds best long distance runners would have nearly as much brute strength as the best power lifters, and the best power lifters would all be nearly as efficient at long distance running as the best marathon runners.


I don't think EVERY perk in Skyrim was bad, but a lot of them seemed to make so little sense it felt non immersive to me. To me, for something to feel immersive- realism in some ways is required. Not 100% realism since it's a fantasy game but it has to be there to some degree on some things. Carry weight increased by magic doesn't bother me- because it's... Realistic enough in a world with magic like that. But carry weight increased by pickpocketing skills makes so little sense I shudder and remember it's a video game whenever I see that perk.


IF Skyrim had a tree for blunt weapons, and the blunt weapon skill also increased carry weight per rank, I would've loved that though, cause it would've made total sense. I think stamina should've increased moving speed a bit, and there should've been more severe penalties for getting low stamina than what Skyrim had, but I think stamina increasing carry weight was horrible game design, because it was too unrealistic even for a fantasy game, it destroyed suspension of disbelief.


Instead if perks just HAD to replace attributes, and that was just the way it had to be, I'd rather Alteration have a talent called "Telekinetic Buoyancy" which increased carry weight per points in the talent, and that in the Melee Trees- there should've been the Blunt Weapon Tree, and it would increase carry weight along with melee damage per point invested- INSTEAD of using Stamina to increase carry weight. That way Skyrim's perks wouldn't have bugged me so much.


I have nothing against perks increasing carry weight, but they should at least make sense I feel. Let me give you examples of what I consider good perks and what I consider bad perks. Yes, this is a fantasy game and should be, however, I personally feel even in fantasy, that it's very important that one uses things like magic to add suspension of disbelief to certain things.


Bad (Because they make NO LOGICAL sense- not even in a world with all of Tamriel's vast magic)...


Sneak Tree-Metal Shadow: Lets you sneak silently in heavy armor.

Speech Tree-Brawny Merchant: Makes your speechcraft skill increase your carry weight.

Heavy Armor-Metal Fish: Lets you swim well in heavy armor.


Good...


Melee Trees- Strong Physique: Your carry weight, intimidation speech chance, and damage with blunt weapons increases dramatically with each rank.

Dwemer Engineer Tree- Dwemer Carrier: You can consume a Dwemer Scrap Metal to summon a Dwemer Automaton that increases your carry weight for 24 hours, the carry weight goes up each rank.

Alteration Tree talent-Telekinetic Buoyancy: Your carry weight is increased by a certain degree for 30 seconds, whenever you cast an alteration spell.

Restoration Tree talent-Amplifier: Whenever you heal yourself for 20 seconds afterwards you move faster, carry more weight, and hit harder by a certain percent.

Alteration Tree Talent-Telekinetic Sea Feather: Lets you swim in heavy armor so long as you have an alteration spell active on yourself.


Perks that make you more powerful but also don't make logical sense, such as "Deep Pockets" I consider to be very bad game design.


I personally don't think replacing attributes with perks was a good idea- but what made it bother me more was how Skyrim's perks are designed in the first place. I feel like vanilla Skyrim's perks forced me to try to roleplay with my imagination- instead of roleplay with the game itself, because they made some situations easier, but not in a way that felt immersive to me. That all said, I agree with what you said, I desperately want attributes back as well.


More than anything a much more complex magical system than Skyrim's, and more than anything I want attributes to come back... And if I can't have attributes back- if the powers that be are insistent on attributes forever being just 100% gone forever, then I want a perk system that is much much much better than Skyrim's perk system, and Stamina that increases speed instead of carry weight. And I want stamina to be important again- or more important than it was in Skyrim and Oblivion at least.


If Skyrim had... Literally hundreds to thousands of Perks, that allowed more character customization than Morrowind or Daggerfall, and some of the perks had the exact same effects old attributes had... Maybe I could live with that, but Skyrim's perk trees were extremely disappointing to me.



I agree about the whistles. I find vanilla Skyrim far more immersive with mounts than the whistle thing. Whistles are great for MMORPGs that need to sacrifice some things for more system efficiency, but imo it's bad for a single player game.


As for the journal well- I do find the journals to be more immersive than Skyrim's quest menu... Although if someone can figure out some alternative that would be more immersive than Skyrim's quest menu I may be open to the idea. The pipboy Fallout has works great, though... The exact same thing wouldn't work in TES. What would you think about being able to choose your type of Quest menu?


Like what if you could at the very start of the game select your type of quest menu, and pressing J activates it, and depending on what you choose, it determines what it looks like? Like for example you could for example choose to cast a spell that fabricates an ethereal tablet, or have a long lost Dwemer device you wear on your hand or on a wrist that has it's own interface, or a classical journal that's kept in a bag somewhere? What if there were more options than that, and depending on which you choose, your "journal" would be called a different thing, and look a lot different.


And since we're talking about mounts... I liked the way Oblivion handled that most. Oblivion mounts afaik were pretty much identical to Skyrim's only in Oblivion they still had the speed stat, and fortify speed spells, so using a mount felt more like a playstyle choice in Oblivion than Skyrim. In Oblivion there was the speed attribute and you could use restoration magic to further amplify your movement speed, so if you wanted to, you could use restoration magic instead of a horse. I had a fortify speed spell in Oblivion, and I liked to cast that as I ran along instead of using a mount- so mounts were a way to move faster, but they weren't the ONLY way.


In Skyrim the Sprint system was added- though I really missed being able to use magic to move faster. In Morrowind I had enchantments, Acrobatics, speed and enchantments to move faster, in Oblivion I still had spells to fortify speed and I really liked Restoration magics fortify spells. so in Oblivion I could choose between Restoration magic or using a mount to move faster. But then in Skyrim, I couldn't use magic at all to move faster anymore. And in Skyrim even increasing Stamina wouldn't make one move faster over very short distances. It allowed you to go top speed faster, but didn't increase top speed.


I think the Sprint System is good actually, but not a total replacement particularly when all stamina does is increase how long you can move at top speed. I do remember one day as a surprise gift, Bethesda made it possible to attack while mounted, though it felt extremely hard to aim these attacks.


I admit in Skyrim, I found it quite fun as a low level character, stealing a horse, and running through a particularly dangerous area, relying on my horse to keep me alive, and being careful I didn't get the horse killed from falling, and careful I didn't end up stranded if I dismounted. It was thrilling running past high level enemies on a horse, enemies that would decimate a low level character that couldn't escape on a horse.


I'd also personally love to see something like a soul gem powered, magical floating chair floating just a few feet off the ground, that operates extremely similarly to a horse- it being fueled by soul gems, and running empty after an extremely long distance until more filled soul gems are put into it.



Edit: Actually Skyrim's mounts are slightly better cause of being able to do more things on them- and I'd choose Skyrim mounts over Oblivion mounts, I just miss having more mobility options prior to Skyrim- as even Oblivion had speed fortification/acrobatic fortification spells if I remember right.

User avatar
A Dardzz
 
Posts: 3370
Joined: Sat Jan 27, 2007 6:26 pm

Post » Tue Jan 19, 2016 5:02 pm


What I would like to see done for learning recipes for armor or weapons is a combination of 3 ways. You can either pay a black smith to teach you how to craft a weapon or armor piece that they are knowledgeable in making ( more on this in a bit ), you can find smithing manuals that will teach you how to craft 1 weapon or 1 armor piece or by deconstructing multiple of the same item you can learn how to craft it. The more complex and rare it is though the more you would have to deconstruct it, making extremely rare items like Daedric, Ebony or Glass unwise to deconstruct. Items of that quality should be extremely rare, hand placed and NOT in loot/merchant tables.


Black smiths should have a set skill level at smithing meaning you should not find something beyond their ability for sale. This also means no enchanted gear too. If you want enchantments you should be able to go to a mage that specialized in that and be able to pay them for their work. Alchemists should also be able to brew you potions based on their skill and what ingredients they have.




Well there are occasions NPC's that have a journal in their loot so it's not so far fetched in my book.


I had to watch some video's for The Forest. Looks interesting.




Also I would love to see spell crafting make a return.

User avatar
SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

PreviousNext

Return to The Elder Scrolls Series Discussion