Official: Beyond Skyrim TES VI #72

Post » Tue Feb 16, 2016 4:14 am

It's the Doom release date. Doom is being developed by id, but published by Bethesda.

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Nicole M
 
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Post » Tue Feb 16, 2016 8:01 am



I think that dodging, rolling, parrying, and acrobatic/parkour touches to things would be very nice and add multidimensionality to combat or even dungeons.


Of course, I think that the ability to do the above things should largely depend on character skill and relevant techniques, armor weight, encumbrance, attributes linked towards relevant perks, and stamina.


I also think that instead of having set damage for weapons/armor, have a range that is also dictated by character skill and relevant techniques, fatigue (well restedness), stamina, relevant perks and their attribute levels, etc.


Overally, I mostly agree with the kinds of damage that Lach proposed, but I'd also add in additional elements, such as wind, water, and earth elemental damages. I know a few people here hate the idea of TES utilizing these elements in gameplay, but I think that they are all mentioned significantly in the lore. Furthermore, in the likelihood of a Hammerfell game, having earth/sand magic would make a lot of sense, along with an expansion of wind magic which was in Skyrim. Also, the amount of water and ship/piracy potential in a Hammerfell game could make water magic very prevalently used both for offensive and defensive purposes.


Relating to character skill, awhile back someone mentioned that they would hate enemies having weak spots/armored spots, because it would rely on player skill over character skill. I think an easy solution here would be to make one's accuracy/aiming dependent on relevant techniques associated with marksmanship and relevant perks associated with an awareness/perception attribute or intelligence attribute.


I still really feel like the best solution to many of the problems of Skyrim is to have perks that are very character-defining associated with different attributes, similar to Fallout's style. I also have grown to like what Dargor and Lach have proposed in regards to having techniques for each skill that serve to basically morph how that individual skill is used and the "style" of it.


I think this system would allow for action-oriented areas of the game to shine which would drastically impact player ability, while keeping each perk and technique effect ultimately tied down to character skill.


Would everyone prefer a system in which "energies" like health, magicka, and stamina are increased on level up as in Skyrim, or where they're increased through attributes like in prior iterations?
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Hope Greenhaw
 
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Post » Tue Feb 16, 2016 12:25 am


I would prefer to raise them through Attributes.

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Erich Lendermon
 
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Post » Tue Feb 16, 2016 4:28 am



I'm sort of on the fence but I've been leaning that way lately as well. I feel like it felt more natural to me that way. I also liked having attribute modifiers rather than just direct magicka modifiers. I also felt like in Skyrim, I was never able to get as much magicka as I needed for the battlemage character I used.
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Inol Wakhid
 
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Post » Tue Feb 16, 2016 5:28 am


What is so special about May 13th in particular?

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Keeley Stevens
 
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Post » Tue Feb 16, 2016 1:25 pm

I'm 100% with your raise Health, Magicka, and Stamina through Attributes not when your Player Characters (PC's) level up.

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Captian Caveman
 
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Post » Tue Feb 16, 2016 2:54 am

Except what I said has nothing to do with the old concept of Classes. There is no effective difference between a pre-built class and a custom, just that one has all the points distributed throughout the Skill Trees automatically. Without the Major/Minor system, its still similar in function to vanillia Skyrim's learn as you go approach, meaning that no matter if you use Skills you didn't pick in CC, you wouldn't get screwed over.





Yeah, except that's not remotely accurate to almost anything in Tamriel. There's nothing stopping an Altmer from being a muscle bound juggernaut or a Nord from being particularly bookish. The only time that race comes into play as far as looks go is that the male Bosmer are supposed to look kind of impish, and the females otherwise normal looking. That's about it.



The Breton's don't even mesh up to what the game dictates their "stats" to be either. Sure, magic is a somewhat common aspect of High Rock...except the number of actual career mages, be they hedge mages or court ones, is going to be relatively low compared to nearly everyone else. You think the plethora of knightly orders and political assassins are going to look delicate compared to any of the other human races? If anything, some parts of High Rock should look more disheveled then Skyrim did.


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Marilú
 
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Post » Tue Feb 16, 2016 9:13 am


It's the release date for Doom.






I generally agree, but not in the way they were handled previously. The singular attribute focus and level-association made it too monotyped and way too easy to gain a huge pool of all resources.



I'd rather mix and match. Like, you level up, and you can choose to increase 1 or 2 of your Resource Pools, but how much is dependant on certain attributes (i'd prefer having each Resource linked to 2 attributes).

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Rachel Briere
 
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Post » Tue Feb 16, 2016 2:18 am



So something like:


-health = endurance + strength

-magicka = intelligence + willpower

-stamina = awareness/perception + agility/dexterity?


How would regen rates work for attributes?
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Yonah
 
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Post » Tue Feb 16, 2016 8:47 am


I was thinking more along the lines of;



Health - Endurance & Willpower


Magicka - Willpower and Personality/Charism


Stamina - Agility/Dexterity & Endurance



Each one ends up with 2 attributes spread through 2 paradigms, allowing for more approaches. You could have a physically frail individual who's very good at just toughing it out, or a bulky one who's difficult to actually damage.



As for regeneration rates... For the most part, i think they should be static % bases, modified by Perks. For health, say, 2-3% a second (bearing in mind that i'm talking from a perspective which uses milestones, so you're never regenerating more than 10% of your health -before perks- without dedicated healing). Magicka should be 0-1% a second, making it a limited resource to be used strategically. Stamina should be rapid, say, 20-25% a second, but be used by more actions and generate Fatigue (similar to Radiation in Fallout4) if exhausted, meaning your pool gets smaller the more you burn through the bar.



So, while i think Attributes are useful for the Resources themselves, i don't think they should influence the regeneration of said resources.

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danni Marchant
 
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Post » Tue Feb 16, 2016 9:03 am

Endurance would best encompass portions of Stamina and Health, with Strength modifying the latter. Personally I'd like to see the Stamina/Magicka depend less on Attributes and more on the level of relevant Skills, but that's just me.



I'd have the regeneration rates more or less start out the same for everyone, with Perks modifying the conditions of replenishing or consuming Stamina/Magicka. Things like Magicka recovering faster in direct sunlight, Stamina consumption reduced when Stamina is at X%, recovering rates increase when not actively moving, ect ect. Again, I'd nix Health regeneration without Enchantments/potions all together. It should be kept for special conditions (Vampirism) where standard healing can't be applied.



EDIT: ^Or what he said.

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NeverStopThe
 
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Post » Tue Feb 16, 2016 8:39 am

I agree that health regen shouldn't exist outside of maybe 3 - 4 perks and unique statuses like vampirism.


I also agree about magicka having a slow regen and stamina having rapid regen. I suppose regen as a whole would best be reserved for enchantments and perks/states.


The only thing I'm iffy on with what Lach said, is with Personality impacting magicka total. Not that I want to monotype Intelligence (I think having perks tied to it would be sufficient to alleviate this if done properly) but I feel like it would have an impact on magicka total.


Also, what of potentially interesting attributes like Perception/Awareness? Or Strength?


I do like the idea of willpower impacting both health and magicka though.
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Oceavision
 
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Post » Tue Feb 16, 2016 6:57 am

Apparently Bethesda Game Studios removed regenerative health for the Player Characters (PC's) from Fallout 4.



So yeah I 100% agree with you no more regenerative health for the Player Characters (PC's) only regenerate health by drinking healing potions, eating food, sleeping, resting, and using healing spells.



I'm hoping Bethesda Game Studios follow Fallout 4 and does not add it again in The Elder Scrolls VI.

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Kara Payne
 
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Post » Tue Feb 16, 2016 2:05 am

None of the Fallout games have had regenerating health.

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Carys
 
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Post » Tue Feb 16, 2016 5:58 am

I know, but The Elder Scrolls V: Skyrim has it so I though Bethesda Game Studios would of added it in Fallout 4. Then Fallout 4 releases for sale on November 10th, 2015, then like 2 months later I see in the Fallout 4 General Discussions forums section that there isn't any regenerative health. I never expected them to not add it in in Fallout 4.



So I'm hoping they don't add it in The Elder Scrolls VI.

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Sierra Ritsuka
 
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Post » Tue Feb 16, 2016 3:20 am


I actually don't like it. It's overly simplistic and only deals with a single type of damage. Not all 'damage' has a lasting impact, and many minor nicks, bruises or numbness can be shrugged off rather quickly. Permanent damage with no regeneration also only drives the over-use of consumables like Potions.



Games like Farcry have already solves the issue of combining item-heal and regenerating health. There's no reason to ignore their solution, which covers all the bases, in favour of a worse system.

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Samantha Jane Adams
 
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Post » Tue Feb 16, 2016 7:59 am

So without reading through all of the previous posts, where seems to be getting the most voices for the setting for 6?
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m Gardner
 
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Post » Mon Feb 15, 2016 10:21 pm


That's thissun ; http://www.gamesas.com/topic/1589318-tes-vi-location-and-setting-speculation-29/



We mostly talk about mechanics and features round here.



For the record, though, Hammerfell seems to be the most widely accepted next stop.

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Guy Pearce
 
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Post » Tue Feb 16, 2016 11:16 am

Ah, thanks for the link. I'd be fine with Hammerfell.
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Nana Samboy
 
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Post » Mon Feb 15, 2016 11:14 pm

It's also speculated that the next game is called TES VI: Redguard, which further cements the argument that the next setting is Hammerfell.

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Siobhan Wallis-McRobert
 
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Post » Tue Feb 16, 2016 8:36 am

Well, that doesn't mean anything. It's just like you said, speculation.



I hope it's some place else actually. We've had Cyrodiil and Skyrim, both very human places, I want something more exotic this time around, like Elsweyr, Valenwood or Black Marsh.

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BrEezy Baby
 
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Post » Tue Feb 16, 2016 2:09 am

I would prefer that ES6 use an attribute system to better customize our characters with strengths and weaknesses, but it looks like Bethesda has decided to go in a direction that has players making the important decisions during gameplay, rather then during character creation.


I understand why, as its a long game and they want to accommodate players who wish to use a single character to enjoy all the content. I prefer to use multiple characters, as do many others.


Ideally, there would be two game modes to make both sides happy, but thats not going to happen


I would at least like to see a couple things tweaked from Skyrim


1. Allow the player to set starting health/magic/stamina. You start at level 1, so why not pick an attribute to increase to start the game--OR, forego it and redistribute them to your liking. Perhaps a minimum of 50 and maximum of 150.


2. Choose a starting perk. Now, along with customized attributes, you are at least competent at something.


3. Ditch racial skill bonuses and choose your own. Let the NPC's represent racial norms and stereotypes, allow the PC to be what they want. This can also allow any race to start with spells depending on selected skills.


Other then that, I really want to see choices that matter, including making friends and enemies, and a well developed dialog system. Plenty of non combat options. In other words, an improved speach tree that has great rewards, like a master perk for an additional companion
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sarah
 
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Post » Tue Feb 16, 2016 7:24 am


I suppose that may be me guessing too much, based off of the stock models of TES characters. And I was really only guessing that based off of Bretons being related to Altmer. Seeing as how Bretons have more defensive racial abilities though, I can imagine they'd look less fragile than Altmer in general. Though I think it'd be nice if Bethesda could find... Some way to make Bretons look noticeably different from Imperials- or at least make it an option. I never mistook an Imperial or Breton for a Nord, but the resemblance between the two is sort of uncanny. Perhaps, if Bretons had slightly pointier ears than other humans, it could help without drastically altering their appearance.



Hmm... I think I'm seeing some lore inconsistencies when I try to research the appearance of Bretons...



http://elderscrolls.wikia.com/wiki/Breton




Also here...



http://www.uesp.net/wiki/Daggerfall:Breton





So after looking into it... According to Daggerfall at least, Bretons are SUPPOSED to be tall, and supposed to be on average less muscular and more slight built than other humans. But then breaking the lore of Daggerfall, Bretons become short in Morrowind, and from what I've seen at least, the character models don't appear to be noticeably more slight or less muscular than Imperials. So... Consequently, this all confuses me about what Bretons are supposed to look like. Daggerfall says they're tall- and them being part Altmer seems to further give sense to that, but then Morrowind makes them short, and in every TES game I've seen I haven't been able to tell them apart from Imperials.



So anyways... It seems like there's lots of inconsistencies about the lore of what Bretons generally look like. it almost seems like retconning to be honest, though I'm not 100% sure why Bretons changed so much after Daggerfall. Daggerfall also describes Dumner as tall, yet in every TES game I've played, they seemed medium height.



Although even Daggerfall describes Bretons as having "Great diversity in appearance". While the Altmer, Argonians, and Nords have remained relatively consistent throughout each TES game, it seems like both Bretons and Dumner have had some amount of retconning with how tall they are and how they're physically built. Though the Khajiit are the ones whose appearance changes the most. The reason for Khajiit changing so much in various TES games is explained by moon phases, and different parts of Tamriel being populated mostly by different types of Khajiit.



Interestingly, Imperials weren't playable in Daggerfall- so perhaps when introduced in Morrowind, they used the Breton model as a base for the Imperials- and that would explain the uncanny resemblance. And now that you mention it, I think the real reason why Altmer are always relatively slight built, and Nords are always quite muscular in game, isn't because the lore dictates that all Altmer or all Nords are built the same way, but instead limitations of the game itself, which is why it seems like we never see counter-stereotypical characters, like muscle bound Altmer, or bookish Nords. Seeing as how Bethesda has basically retconned the appearances of both Bretons and Dumner, I don't know exactly what to think anymore.



Again, apparently some individual Bretons are supposed to look indistinguishable from Imperials it sounds like, though I still think Bretons looking a bit more unique on average whatever the most lore friendly way of doing that is, would be a nice improvement.



Looking at the lore in general it sounds like when it comes to general build, that these things, can be a matter of individual biology- and how much exercise one gets via lifestyle, as opposed to universally homogeneous features an entire Tamriel race has. So in hindsight, the individual Bretons who are a part of knightly orders would probably be tougher looking than a lot of humans, as a result of wearing heavy armor so often, and the political assassins would probably tend to look more athletic than frail.



Bottom line, it seems like the whole musclebound Nord/bookish Altmer/frail Breton/etc/ type thing, should just be represented as an average, and not something featured in literally every single NPC, or something the player character should be forced to embody.



And perhaps this is all a result of technical limitations with every current TES game, resulting in the bodies of TES characters seeming to be universally stereotypical. Though some of the lore inconsistencies between Daggerfall and Morrowind do confuse me a bit.




Speaking of which, for some reason the heights are somewhere different between Morrowind, Oblivion and Skyrim and I don't know why. In Oblivion Nords and Orcs were the same height, but in Morrowind Nords are taller, and in Skyrim Orcs are taller than Nords. And Morrowind Redguards are shorter than Skyrim Redguards... And they made Morrowind/Oblivion male Bosmer shorter than Skyrim male Bosmer. In Morrowind and Oblivion male Argonians were 1.03 but then they got changed to 1.1 in Skyrim. Imperials though have been a consistent 1.0 in each TES game.
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Charlotte Buckley
 
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Post » Tue Feb 16, 2016 10:54 am


Yes, they used the same body mesh for all of the humanoid races in Morrowind. In Oblivion and Skyrim every race, even the beast races, use the same body model.

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James Potter
 
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Post » Tue Feb 16, 2016 12:47 am

Not really. The Breton's are a giant mishmash of various cultures, which one being more prominent depending on the region. They share that with the Imperials, who are primairly the aboriginal humans of Tamriel (Nedeic), Nordic, Alyeid, and Akaviri in the Niben. High Rock doesn't have a consistent culture to some degree, and the Breton's primarily reflect that in ancestry as well.




Never gonna see that kind of nuance here, without some arbitrary calculation on how hard the enemy hits you. A bite from an ax is still getting hit by an ax, and your not going to magically recover from that unless you're supernaturally enabled. So sure, a wolf chomping on you isn't the worst thing that's going to happen to you, and it may amounts as scratch damage in the late game...its still a wolf bite. Its gonna hurt.



Beyond that, you get into an awkward meta where you decide to wait before/after every encounter to get free healing without using up any of your resources. Let the resources actually matter to some degree whether its via Magicka, potions, or First Aid, and keep the supernatural healing methods to entities that don't have many other options in healing.

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K J S
 
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