I've played Oblivion almost to the death in the past 5 years, there's no spaceship there. Until someone comes up with a proper reference to in-game lore mentioning it, I still call fanon on any mention of spaceships in TES
I've played Oblivion almost to the death in the past 5 years, there's no spaceship there. Until someone comes up with a proper reference to in-game lore mentioning it, I still call fanon on any mention of spaceships in TES
So they travelled by magical means, no huge spaceship.
1. Yes. the witcher 3 itself is not perfect. skyrim is not perfect, but we combine both to make the best next gen rpg game
All npc should have schedule life routine, the world has calendar, so npc will do those assigned routine throughout the year. There will be at least 4 festival for 4 weathers. So when the festival, npcs will decorate the house, maybe take some holiday from routine work to spend with friend and family.
And yes. Npcs need interesting dialogue, so it wont be lifeless like the witcher 3, player can talk to every npc, even marry them if u do their quest right. Player can be even kill the npc if they dislike them. but bare in mind, killing will result player get execute by guard or pay a high bounty. life for a life. more immersive.
As for creating bigger city and settlement. Yes we need bigger of those, much bigger than we have now in skyrim. So let me give a details on what to have in a settlement like Riverwood.
I think, if me a developer, creating a small town is very fun. Developer need to create many families in a small town. The small town is very peacefull, and almost everyone knew everyone. Create npc with characters, example family one, the husband jake is a blacksmith, his wife lydia a cooking chef, their daughter jenny still a kid, maybe player can influence jenny what she want to be if we talk to her. Every npc is interesting, every npc has quest.
I cant tell how many npc to have in a city and settlement, but make it crowded. Im offering myself to Bathesda to create a dialogues and npc text. I will do it for free. But let me create the family, how they look, what their job.
I 200% believe bathesda can make this successfully, because modders has done it in skyrim, the mods call interesting npc and many more.
In the town we have all basic shop we can get. Like inn, tavern, horse stable, blacksmith, weapon shop, weapon and armor enchanters, tailor, etc all u can imagine to have in a small town. The different with small town and big city is many, 1 of them maybe in a town has alchemist. lab researcher and the big city has a bigger shop and richer merchant compared to villagers.
2. When i said i want a beautiful character doesn't mean i don't want variety in character creation. I dont want all npc to have 6 pack and slim super model body. I want variety. I want manly man bearded man, i want handsome character like nero dmc4, i want gorgeous female like evie frye assassin creed syndicate, i want variety, and we need an amazing character creation system for tes 6.
I like archeage character creation because their succeed in making a beautiful 3d eurasian female. Even black desert online cant achieve this. for my personal taste, i love chinese mix caucasian girl, so thats why i love archeage.
I don't think there's any need for 2 combat models... nor do i think it's really feasible. There is a great deal of things that are dependant on how combat works, so having 2 basically means you need to have 2 different games.
First off, i would rather Classes remain dead. At least as they were. They're a crutch of identity, the system was nonsensically restrictive, and it didn't add anything in a functional sense to the games. Classes were nothing but a carry over from the tabletop, and a day before TES used a Skill-Driven progression model. Some of the conceptual basis of Classes may be reusable, such as giving you a different starting experience, but i'd generally refer to those as Backgrounds instead.
Anyway... I've played Deadly Combat, and i think it's a step in the right direction, but it is grossly unbalanced in favour of Player-Skill. Like, to the point where you can barely even consider the game an RPG with it active. Which is a major issue. Combat becomes entirely based on how you, the player, can react and respond, with little to no consideration for how skilled your character is.
That's not to say i want a 'traditional' RPG combat system. The dice-roll systems of games like Knights of the Old Republic and various D&D copies are, frankly, poorly suited for realtime combat and totally lack a sense of suspense and urgency. They basically strip away all player agency and base everything on your Characters stats, in which case you might as well run the entire game on autopilot.
The key is to maintain the significance of your characters abilities, the Character Skill, without sacrificing the players agency. Basically, YOU control the action, but your CHARACTER determines how effective those actions are (thus encouraging players to play within their Characters abilities). Numerous variables can be handled to deal with this, such as Damage, Armour Class, Attack Speed, Stagger Effects, special effects (like limb damage or bleeds) but there should definitely be a far greater emphasis on the Character than Deadly Combat gives. A lowly bandit shouldn't be a concern for a master combatant in Daedric Armour.
And i'm universally against the notion of instant-death headshots. It's far too RNGsus dependant, and something that even RPG's with guns have avoided because it's nothing but frustrating.
Not really,there can be a huge difference depending onthe tactics that are used ,when the player to decide to use the right skill etc.
Long-time fan and sword buff here. Thought I'd create an account to say what I'd like to see in the next game. I've tried to sort them as best I could. I've also tried to cut out the more commonly-said ones.
Old things I'd like to see return:
- Less focus on the main plot, with more encouragement to explore and build your character between quests, like in Morrowind.
- Areas and quests that will overwhelm and kill you if you're not strong enough yet, and mostly-clear indications of which areas and quests these are.
Current things I'd like to see tweaked:
- A game-saving feature that allows for easier management of multiple characters.
- Better listing of player-created potions. Being an avid alchemist in Skyrim was a menu-navigating nightmare. If you wanted to brew, say, 20 healing potions with your available ingredients, then you'd end up with several separate listed items all with the same name and nearly-same effects. As time went on, you'd find yourself scrolling through a massive wall of text when looking for items, always dreading the bloated P section. A streamlined alchemy system that rounds potion effects to the nearest set amount and lists the potions as the same item would be helpful and less punishing for players using alchemy.
- A better quick menu. Mods have added categories to the quick menu. This would be a nice standard feature.
- No more gasping sounds when you emerge from water while using water-breathing. This is a minor thing, but it bothered me a lot when I played as an Argonian for the first time in Skyrim.
- Better availability of crafting materials. You couldn't buy wood to make arrows in Skyrim.
New things I'd like to see:
- The ability to write books. Even if for no other reason than to remember my fallen comrades, since a cemetery feature would almost certainly be difficult to implement without it being limiting or easy to abuse. And of course other players might enjoy being able to write for other reasons, like making to-do lists, writing epics about their adventures, writing rude words and giggling, etc.
- More guilds, with greater variety and more mutually exclusive guilds. It might also be cool to have quests that let you betray one guild in favor of another.
- Possibly related to the above, more choice in how your character is modified (were-creature, vampire, different breeds or family lines of each, etc.), and more incentive to choose carefully (equal pros and cons between them, etc.). Possibly guilds based on them. I was disappointed when Skyrim's equivalent of the fighter's guild required the player to become a werewolf, and more so when I realized there was virtually no downside to being a werewolf (especially when compared to being a vampire).
- More powerful alchemy. Alchemy's a pretty labor-intensive skill. You run around collecting hundreds of ingredients, then eat them to find out what they do, then find out how to combine them, then use them to brew potions and poisons, and the payoff just doesn't seem that great to me. What I would personally like to see is alchemy that allows for a greater variety of harmful effects (elemental damage and explosions, acid, flashbang explosions, floor-covering harmful solutions, etc.) comparable to magic, either in the form of poisons applied to weapons or in the form of potions that you could throw. This would make being a stealth-only character more exciting and offer more incentive to pursue alchemy as an alternative to magic. And of course, a greater variety of non-harmful effects might be nice too (time-slowing, fortify ALL attack/defense rather than just specific skills, etc).
- Rather than giving us spells, potions, and racial powers that fortify X stat by Y amount for Z time, or regenerate X stat this much faster for Z time, why not give us ones that give us infinite X stat for Z time?
- More variety of weapon and armor materials, especially in the higher tiers. As things are, most high-level fighters end up looking the same. It would be nice to have 2 or 3 weapon and armor materials to choose from at each tier of heavy and light armor depending on your stylistic preference. In fact, you could also give the materials different inherent qualities, like silver had in Skyrim. For example, at the top tier you might have one armor that's immune to poison and disease, while an equally-protective armor offers lightning resistance. This is a tall order, but it's just a thought. If nothing else, at least craftable silver equipment would be nice.
- Along the same lines, maybe customizable clothing that can be worn over armor, such as capes, tabards, cloaks, etc. This could offer more stylistic choices without much change in gameplay mechanics.
- More weapon variety (Pole weapons! More curved swords! Thrown weapons! Fist weapons!) without sacrificing the balance between them (which was something I really liked about Skyrim).
- Ability to use a shield (especially a buckler or similarly small shield) as an offensive weapon. This is a very minor thing for me, but it would be truer to real combat and might offer more options to combat-heavy players.
- NPCs who use perks and racial powers just like you.
- Better spells. Skyrim's shouts have shown us how much cooler spells can be. It would be nice to have spells that freeze enemies, cause the area around you to lose gravity, etc.
- More home customization options (walls, guards, housekeepers, etc.)
- More opportunities to use speechcraft. Maybe an ability that gets non-boss bandits and soldiers to back off momentarily and let you escape (they wouldn't put their hands up and let you kill them like in Fallout 4 though). Also maybe opportunities to rob hapless passers-by without killing them (although you might need even more speechcraft to keep your reputation in check and not get arrested while doing this).
Sunbirds, but they're more like magical flying ships then anything resembling rocketships...I think.
Initially, I was on the side of Skyrim still having classes, arguing that you start with less and allow your character to evolve the initial starting stats and buffs. Basically looking at the equivalent of previous installments starting at level 5-10, pending the game who you talk to.
However, I no longer subscribe to that notion. Not to support the cookie-cutter presets, mind you. Those were only implemented to give a quick start or allow options for those that don't know what they want. This is mirrored in those build sites. The majority of players I know, always used the Custom Class option, myself included. The Beth developers admitted to them being junk and suggested to do your own.
I miss that complexity. Outside of a few specific scenarios, I just can't get past the fact that my character feels so... average and completely unskilled in his or her talents that are supported by their backstory and/or personality profile. I miss something other than race and a few sliders.
A complex character creation and the ability to expand upon that through a wide array of starting options, is probably the second most core value of an RPG, in my eyes. Only to be edged out by choice and consequence, of which is an issue to it's own.
I think something a meld of the older Class system and Skyrim's skill trees could be achieved. Instead of being locked into those skills to contribute to your leveling, you'd get a handful of points to distribute in whatever Skills you deem necessary. Naturally, there would be pre-built "classes" with their own point distribution to choose from if you just want to start off the game however you want. As far as leveling speed goes, I'd let maybe the first plip in a Tree dictate that, meaning you would need to invest in it several times in order to level your character efficiently, which solves Skyrim's core problem with Skills and the viability of raising them.
I just want The Elder Scrolls VI to have the classic old classes menu and birthsigns menu added back and also keep the perk trees from The Elder Scrolls V: Skyrim with more improvements as well as adding back the attributes, Medium Armor and other skills that were removed in The Elder Scrolls V: Skyrim.
I'm all for a marriage of features but I emphatically oppose the structure of skill trees, with a perk prerequisite requirement.
Here's my idea, for the love of god Bethesda please no voiced protagonist.
Personally I think all we really need, is an Adventurer class which would be identical to vanilla Skyrim's "classes class", and a Custom Class, which you could choose the skills of, and if you want advantages and disadvantages of, and then you could name the Custom Class whatever you want. I don't think pre-built classes are necessary and don't really miss them, though Custom Classes, and an Advantages and Weaknesses system is something I miss a lot.
I don't want instant-death headshots in a TES game either. The day you can kill a divine being with one hit in a headshot- is the day I suspect Bethesda's competency as game developers going down the drain. Fortunately I seriously doubt they'd do that. As for the background thing... I agree one of the main functions of classes was giving characters a background. Was the class system flawed? Perhaps. Was it so flawed it had to be removed? Well maybe... Did it have any redeeming qualities? Well at least it gave characters backgrounds.
Which all reminds me of one of my issues with Skyrim... I always felt like my character was essentially a blank slate starting out. When I wish I had more say in the matter of who my character was before being a prisoner. As for the whole "Use your imagination" thing, trying to use my imagination on that can only work so well when the game itself isn't using enough stuff to reinforce use of my imagination. I think the Warrior Stone, Mage Stone, and Thief Stone were Bethesda's attempt to replace classes with these three Mundus Stones, but it imo wasn't the best way of handling things.
I did confuse teleportation with fast travel, I suppose my key complaint, is that I find the TES map click fast travel system to be immersion breaking. KOTOR had a fast travel system that I liked more, as you had to be at the cockpit of your ship and activate it to fast travel... Then you saw a scene of the ship flying through space. The silt striders/boats/Skyrim carriages never hurt my immersion, though the click the map to fast travel feature always hurt my immersion. Without at least having to click on either a vehicle, transport animal, person controlling said vehicle/transport animal, or without magic explaining things, my sense of immersion easily gets damaged by that type of thing.
Part of what is immersive is admittedly personal taste, though I always personally disliked non-magical map based fast travel because to me personally it destroys my sense of disbelief. With a boat, or carriage or silt strider, or magical teleporting crystals, or something like that, it's like part of my brain is convinced it's almost real. Yet on the other hand my whole magical map fast travel idea to me at least personally which would function almost identically only making it magical, wouldn't hurt my immersion like that.
I suppose it's because, I almost feel like I am closer to actually being my character, if I have to in real time, see every moment my character is walking or running. I still feel like I am experiencing what my character is experiencing pretty much, with instant transportation with the logic being a transport animal or vehicle is keeping me safe from the dangers of the wilderness- and this being a time my character can be more relaxed. I guess it's because I want to experience every moment of my characters struggle for survival, and everywhere traveled through the wilderness on foot is a potential struggle for survival.
Being auto-piloted somewhere by a transport animal, carriage, or boat, or in a different genre of games- the inside of a spaceship, doesn't cause that disconnect with me... Although maybe it's just something deeply personal about how I personally experience immersion. Teleportation and transportation are different things... I just didn't describe properly what they both had in common... Both are forms of traveling without walking. I guess the best way to put it, is that Fast Travel wouldn't feel immersion breaking to me, if Fast Travel lore wise became a form of Teleportation, with effects/animations added to it for that.
You're totally right that I confused things together though... Fast Travel=Map Click Travel, Teleportation=Instant magical teleportation, Transport=Silt Striders/Carriages/Boats.
My problem with Pre-Skyrim TES games, is the game pushes me to play very awkwardly to maximize attributes, and it's hard not to end up with every attribute maxed... My problem with Skyrim is I feel like the game itself decides for me what my character is going to be like- a Jack-Of-All-Trades at first, and while the removal of playing awkwardly to maximize attributes was nice, I felt like I couldn't give my characters any significant weaknesses, other than the Apprentice sign, and Altmer weakness to magic.
While people should be able to make jack-of-all-trades characters if they want, I feel like Skyrim the last TES game, totally forced that upon the character. Yes, admittedly Skyrim out of every TES game is by far the best designed for Jack-Of-All-Trades characters, but everything else gets neglected. An essential part of TES games if you ask me, is the ability to be able to give a character weaknesses to be able to be able to make them stronger in a different way. So far Skyrim has only two ways to do this- the Apprentice sign, and the Altmer racial ability. Even the Atronach sign has no significant weaknesses with magicka regen being the way it is, and magicka regenerates so quickly even since Oblivion that it seems unfair to Atronach players.
I think that if there is magicka regeneration that it should be extremely slow, like 1 magicka per 5 minutes out of combat, I think it was way too fast in Oblivion and way too fast in Skyrim. I am not opposed to out of combat magicka regeneration without sleeping for non-Atronach characters, I just think it should be extremely slow. SLEEPING to regenerate magicka may be an outdated mechanic, but I think you should either have to absorb magicka, drink a potion, or sleep to regenerate it at a fast rate.
I'm very open to extremely slowly regenerating magicka out of combat for non-Atronachs I could imagine a magically inclined character taking a relaxing walk around Balmora or Whiterun while their magic slowly regenerates, but the rate magicka has auto regenerated in TES games has always been so ridiculously fast, that imo, it ruins
the tactical element of managing magicka. And in order for Atronachs only getting magicka from spells/potions/shrines to be balanced, auto regenerating magicka has to regenerate extremely slowly.
Also I think TES 6 should take some mechanics from Dishonored, including the mechanic where you have a drink mana potion keybinding that treats all restore magicka potions the same, and you can just press the keybinding and don't have to annoyingly shift through several potions in your inventory... You know so it's a lot more fun and less of a burden drinking potions to regain magicka... This potion change would accommodate magicka regenerating much more slowly than it did in Skyrim or even Oblivion.
Anyways back to where I was... You really should be able to sacrifice a characters strengths in one way, to be more powerful in other way, and I mean from the start of the game itself. A possible idea partially based off of something I've seen here, is the ability to choose either an Adventurer or a Custom Class, Adventurers would be exactly like vanilla Skyrim, where as with a Custom Class you could choose to say, sacrifice a strength in one way to gain it in another, such as available advantages, where for every advantage you must add a disadvantage, and the Custom Class has different skill gain rates and starting skills than the Adventurer who is the jack of all trades.
I think Skyrim has the opposite problem plaguing it than other TES games. In prior TES games characters often end up too similar, yet in Skyrim you have zero choice but to start out a Jack-Of-All-Trades. As if the game developers told me "You're gonna be a Jack-Of-All-Trades and LIKE it, NO CHOICES about it", and while I suppose not as bad as being forced to be an extreme specialist-IE pure warrior or pure mage, it's still something forced that severely hurts gameplay. Just for example, I'd like to be able to choose a weakness, like one that makes lockpicking/pickpocketing nearly impossible, but consequently I can start out- and end up with 100 more health or magicka, or the advantage to balance out that weakness could be say, extra strong fire spells, or extra strong shock spells, or any number of vast advantages.
I'm hoping in TES 6 you can choose to opt out of beginning as a Jack-Of-All trades, and that end game characters end up with very different stats and abilities.
I would love to see that many factions in a TES game again... And I'd like for the only 1 joinable vampire faction thing to just be two isolated incidents with Oblivion and Skyrim. I never want to see just one joinable vampire faction ever again in a TES game- and before anyone criticizes re-using guilds from prior TES games, Bethesda re-uses the Imperial Legion like every single TES game, and has re-used the Mages Guild and Fighters guild many times. So even if hypothetically Bethesda eventually ran out of creativity with vampire factions... At least they could re-use old ones and make a story of how they got to a future province.
I also want more weapons, more underwater stuff... And a lot more magic than what Skyrim had. And I agree that Skyrim while not nearly as bad as Oblivion in this regard... Seemed to be lacking when it came to dangerous areas.
Well I definitely like mutually exclusive guilds, and tabards. And yeah I was severely disappointed with Skyrim in that regard too with how they handled it's version of the fighters guild. As for the potions I know I keep repeating myself, but they should just make it easier to use potions without having to constantly navigate the menu imo, like as easy as drinking potions is in Dishonored.
Hai im back with more tes 6 ideas.
1. I still love skyrim vanilla combat ( i just want more monsters to fight)
2. i love deadly combat mod for option in playing, modders or bathesda put this mode in next tes (fun to play hard mode sometimes)
3. i love teso combat style. i know its different with skyrim vanilla, still love both.
more ideas after this )))
What do you guys thought on dodge system without the roll. Like in ragnarok online, dodge is passive and depends on the player agility.
I want active dodge without the roll over, u know, in fighting sometimes we dodge without much rolling over. dodge system like blocking in skyrim. i want this kind of dodge and dodge roll, dodge roll is also important
Similar to blocking, when the player see enemy like want to attack, press dodge, and the hero will dodge, just like blocking, dodge without roll over....
I like to play this build with my duel handed assassin. assassin dont block much, they fast and dodge
Guess what will happen on May 13th, 2016! Hmm, many things could happen that day: https://twitter.com/bethesda
Are you implying Bethesda might announce TES VI on May 13? I think we can all safely assume there is no chance that will happen.
I think there will be a Fallout 4 dlc reveal in Feb (they have been hinting about dlc news on twitter a few days ago), then another dlc annoncment at e3.
Tes6 announcement at the extreme earliest at E3 2017 IMO. 2018/2019 E3 more likely.