Official: Beyond Skyrim TES VI #72

Post » Tue Feb 16, 2016 5:07 am


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

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Nick Pryce
 
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Post » Mon Feb 15, 2016 11:07 pm

In http://www.imperial-library.info/content/pocket-guide-empire-third-edition-magic-aetherius, a supplemental booklet that came with (certain versions of?) Oblivion.
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Pat RiMsey
 
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Post » Tue Feb 16, 2016 12:27 am


So they travelled by magical means, no huge spaceship.

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Zoe Ratcliffe
 
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Post » Tue Feb 16, 2016 7:09 am






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.

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Yung Prince
 
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Post » Tue Feb 16, 2016 10:53 am

TES 6 Ideas: Combat Systems, Classes, Random Encouters and Raids


1. Lets get into details on combat system. Last time i said i like TESO combat system. The rpg type of combat is good, but it gets boring. Mindless spamming maybe fun on pvp, but when comes to pve, i think its boring to play/watch and unimmersive


My idea is to bathesda implemented 2 type of combat systems. 1 is rpg type like teso, and 1 more is real combat.


Modders can do this, im sure Bathesda can do this, just to on/off which combat system u want to play.


What i mean by real combat? its similar to Deadly Combat, Skyrim mod. Where u can kill and die in just multiple hit. And it has locational damage, getting arrow in the head is like guaratee death or if u wear helmet, multiple hit on the head will stun u.


To make teso next gen, we need this. Old school that like teso 6 to be rpg just turn the rpg combat on and who want the new combat system, turn 'deadly combat' on.


Deadly combat makes teso 6 not just a rpg game but survival game, u can die by the normal bandits, make the ai smarter, combat will be fun and exciting!player that play'dead is dead' game mode will love this!


The conflict with rpg combat: RPG give stats to weapon and armor, while deadly combat system not. Any sword as dangerous as crafted sword. Crafted sword usually for end game contents.


The solution: for example the enemy was Death Knight. this villain only die with daedaric sword, he still can take damage to 10% of health with normal weapon but only die with daedaris sword, so player need to craft it in order to fight him.


While rpg player still need to craft it for greater damage stats.


For armor, deadly combat player need to craft daedaric armor so when fighting this death knight, player can take more damage rather 1 hit die. same to rpg player, crafting this armor will give stats, more hp, more defends.


2. Classes. Assassin (rogue ninja type with stealth), Knight, Sorceress, Archer, Priest (Holy magic some type of paladin) is a must in any rpg game.


I might add Fighter (like Champion in ragnarok online, using martial arts and claw fist)


Black mage (necromancer, death knigt), Mesmer (phantom clones like guild war 2, master of time and space magic, stop time, teleporting and any 'forbidden magic')


Im not entirely sure about this because sometimes i think classes is just a fashion, player can wear anything and could learn any skills, example even knight can have stealth skills. Even an assassin can learn some elemental magic.


I love how skyrim allow magic user to use sword in right hand magic in left hand, it should remain in tes 6.


But of course, for balance issues, assassin is master of 2 handed, he can use magic, but not as expert as a sorceress in it.


3.Random encouter or The sand of time (skyrim mod)


I love the idea of this mod, usually when u watching lets play skyrim on youtube, most of the time the player travelling without meeting any enemy.


With random encounter system, player will face enemy depending on their place and what their done in the past. and small chance to get boss monster to hunt u.


with deadly combat, smarter ai, can u survive in teso 6? surviving is what makes the game fun. not a mindless journey to grind all the quest. Everytime player play the game, they will think will i survive this time? how many time will i die?


But of course, player can adjust the difficulty. game difficulty wont effect the ai brain, but it just give player more hit to die and the normal enemy might die in 1 or 2 hit. Just tweak it to your liking.


4. Raiding. What more fun if TES 6 can be an offline MMORPG? instead of other players, we can raid enemy camps, fotress, castle with followers and mercenaries.


Why we raid with followers, guild members? because enemy is too many. Player can set enemy ammounts in setting, or change it to little for solo adventure. just need to restart the game for the change.


Example gameplay. Inn keeper teeling player to kill bandit leader, player can stealth there and kill but, enemy have mages that can detect invisible. So because enemy is too many we need like at least 5 followers.


player can do follower quest to make them your friend or paid them as mercenaries. Usually player can solo a camp, but fotress, dungeon need more players, and castle need even more. Sometimes player need to raid at night, so the enemy less expecting.
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Benji
 
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Post » Tue Feb 16, 2016 2:43 am

1. Not big on the dice roll thing. Instead, why not just make skill and stamina impact damage range significantly?


2. I'd like for class selection to come back but for it to come back more in the form of skills that level slightly faster or maybe get a slight bonus. Additionally, maybe having a special ability gained by picking a class would be interesting, similar to picking a birthsign. I think classes should be kept at what we're used to in prior TES games though. Not big on ESO classes tbh.


3. I would love more random encounters based on a variety of factors. Something like radiant AI tweaked to be like Mordor's nemesis system in a few respects might work nicely. Should definitely be expanded on.


4. I definitely don't eant anything mmo style here. Still, I think having 2 max NPC followes might be nice and fitting for the whole 3 archetype thing. I forget what the lore name for it is, as a repeating pattern. Some scripted army raids/large scale conflicts would be wonderful,though. I'm also very for rare bosses that might be hard for one individual player to kill until at very high levels. Killing legendary creatures should result in a reputation as well.


5. More strategic elements to encountering an enemy or base of operations/dungeon would be wonderful. Imo, both enemy types and dungeons should require different approaches and more thinking to take down. Dofferent kinds of characters should have a harder time with some enemies, bosses, organizations, and dungeons than others. It should all be as multi-dimensional as possible.

I agree about NPC schedules and festivals. Festivals would make me totally psyched, if done well and if sub-cultures were properly represented.


More NPC families that feel real would be nice.


Other than that, I agree that more kinds of services and shops would be nice.
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CRuzIta LUVz grlz
 
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Post » Tue Feb 16, 2016 1:14 pm

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.

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Travis
 
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Post » Tue Feb 16, 2016 11:59 am

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.

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Emilie M
 
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Post » Tue Feb 16, 2016 9:04 am

Things i want in next tes (sorry but influenced from f4)


More falmer-more influence on topside and more types of creatures. Would love it if there was some type of invasiin scenario and explanation for magic/communication with poddible tougher leader types


Really want legendary creature types. Maybe they carry gear that only spawns with them instead of getting scroll for anska


Shapechange is introduced by te apprentice in winterhold. Would love this as an alteration spell for both enemies/heroes


Better uses for junk and converting gear into raw materials


Piper is the evolution of serana. Meaning companions approve/disaprove of actions and it takes a lot more than mara amulet to be best buds


Holotapes-instead of just reading books you find devices that give you the npcs backstory in their voice and that triggers quests. It adds variety to reading notes


Creatures bursting from ground/water- adds so much to places that appear to be abandoned


Dwemer giant crossbows that were really only decorations unless you were sneaky should be automated like turrets should be


Animations for potion drinking


Better ways to move enchantments from one item to another and at least 1 specislist in a city that can do it for you if you dont want to invest in perks


The addict in f4-make a skooma addict in next tes who gives you insight into questline. Use maiq and expand his role


Paladins-we had a knight paladin in dawnguard. Would love it if dawnguard/stendar followers morphed into this role


Factions vs factions-if helping companions/thieves guild on a scripted battle that it helps you

With relations to faction leader


All the new effects introduced in f4 makes me realize the huge potential in next tes
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Noely Ulloa
 
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Post » Mon Feb 15, 2016 10:36 pm

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).

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Reanan-Marie Olsen
 
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Post » Tue Feb 16, 2016 10:58 am

Sunbirds, but they're more like magical flying ships then anything resembling rocketships...I think.

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casey macmillan
 
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Post » Tue Feb 16, 2016 8:56 am

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.

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ANaIs GRelot
 
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Post » Tue Feb 16, 2016 12:41 am



1. I agree that there should be less emphasis on the main plot. I wasn't a fan of how the main quest in Skyrim introduced us and in a case or two, forced us to join a guild just to get further in it. I like how Morrowind handled a lot of its main quest.


2. I agree that there should be more areas that are dangerous in the game, and perhaps totally unleveled. As for hard quests, I'm not against them, but some should be withheld until at later levels, imo.


3. I agree. I'd say that much of how they create their menus needs a revamp. I like the idea for character-based save files. Perhaps potions/poisons could be categorized by effect, similar to how spells are.


4. Agreed with underwater stuff but instead, I'd prefer more prevalence towards underwater stuff in general. A lot of people hate underwater stuff, but I just think 5 - 10 dungeons that specialize in underwater exploration, traps, and puzzles, and water-based enemies, such as water atronachs (I imagine MORPHA from ocarina of time), sea serpents, hydras, and maybe even a small island that if activated in a certain spot will emerge as a legendary giant turtle (I forget the lore name for the species) with an entire island on its back.


5. Agreed that crafting needs an expansion. Would love for crafting stuff to play into economies as well, as resources. I think both systems would complement eachother, especially if settlement/city management were allowed in the game. I'd prefer less of FO4's approach and more of a mix of kvatch rebuilt (in terms of style), fallout shelter (resources, NPCs requesting citizenship, unique NPCs), and a touch of Sim City (different NPCs/services having special effects on your city and bringing both pros and cons).


6. As for writing books, I'm not too sure about that. Maybe a job as a courier would be as far as I'd want. Or the ability to enchant custom scrolls (did this exist in morrowind?). I'd like for there to be a perk perhaps that allows for more detailed journal entries perhaps, instead of the horribly vague ones Skyrim had.


7. I agree about more guilds and factions in general. Some joinable factions I'd like to see in a Hammerfell game are:

-orsinium faction

-ash'abah

-more than 1 vampire faction

-crowns

-forebears

-lhotunics

-restless league

-joinable bandit faction

-gold coast trading company

-dragonstar rebellion group

-different knightly and mercenary factions

-etc.


Overall, I really think that the number of joinable and non-joinable factions needs a major overhaul, instead of just trying to make 4 or 5 existing factions more cinematic and story-oriented.


8. Agreed towards more weapon and armor variety. The discussion we had in the prior topic was sufficient about possible armor customization routes. Would love spears, polearms, different moving swords and clubs, throwing knives, etc. All should move, feel, and function different. Would prefer very few superfluous differences if any at all.


9. Agreed about better magic. Skyrim was a good start but I think a very high number of spell effect types in each category would be wonderful. I am thinking a number like 20 - 30 spells in each category could suffice. Mastering just one magic skill category should still leave the player with plenty of selection to choose their approach, and the spells should all have utility to them. I'd personally like for techniques to modify potency of individual spells and add additional effects to them. Master and legendary level spells should be an incredible sight to behold, and reaching those levels should cause one to feel like an arcane powerhouse who can bend the rules of reality on a whim.


10. Agreed about more speech options. Bartering needs to come back, as do dispositions based on individual moral/political preferences, positive and negative experiences with the player, and more speech checks. I'd love to have more speech consequences/special things that can be gained if one passes a certain speech check. Factions joined and attributes should also play a large role in speech options. Dialogue as a whole needs to be fleshed out more, with more unique options per NPC, and more general fluff and worldbuilding via different interpretations of the world around the player, akin to how Morrowind did it.


11. Agreed about more customization. I think a city/settlement management system could compliment this. Being able to design different interiors for player houses would be nice. Being able to have slight customization/determination over guild policies after one becomes a leader would be nice as well.


____________________________________________________________________________________


Outside of this post, agreed with most of what Lach said. I have never seen player and character skill-based decisions as being at odds with eachother. I think the only people who feel this way are those who radically lean towards one direction or the other. I personally think both should be given about equal importance, with maybe a bit of favor towards player agency, as Lach proposed.
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Yung Prince
 
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Post » Mon Feb 15, 2016 11:41 pm

I'll just post on the things that I agree with.


1. I agree that more legendary, unique creatures would be wonderful. I think as a whole, there needs to be more emphasis on different enemy types having different strengths and weaknesses. Things like unique movement styles, size, swarm enemies, weak spots, invulnerable spots, time periods where the enemy can't be hurt vs. can, environmental interaction (sand worm diving through the sand of the alik'r like a whale and rendered invulnerable when in the sand), special methods that have to be utilized to harm a particular enemy type, etc.


2. Would absolutely love an alteration spell that changes the player's size, shape, appearance, etc.


3. Agreed that NPC followers need even more depth. Although I hear complaints about how some companions will get annoyed over things like lockpicking a random safe.


4. Holotape thing could work in the form of memory stones in a Hammerfell game. Although we'd probably gaina sword singing ability at the end of it, perhaps.


5. Giant dwemer crossbow interactability would be cool. It could be done sort of in Redguard, iirc. Could fit in with some really interesting puzzles in dungeons, which I think really need to be broadened, or maybe even used as a defense for a player's settlement/city if attacked by bandits.


6. I agree that there should be more emphasis on skooma, addiction, intoxication effects, etc. I'd love for there to be more of a fleshed out criminal underworld with drug dens like the one in Riften, controlled by vampires in Skyrim. Some areas should have that conspiracy factor to them, and involve having connections in the underworld to infiltrate. I just think that these things should be more prevalent.


7. I'd like membership of some factions to influence reputation with other factions, with some factions maybe having confrontations or consequences with opposing factions, but I don't think all factions should be driven against eachother, like how some of them seem to work in Fallout 4.


8. For paladins, I'd prefer to just have regional knightly orders. Undead hunters, suchas the ash'abah, don't really fit that archetype. Something like the Order of Diagna or Citadel or Ebonarm might be more fitting.
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Latino HeaT
 
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Post » Tue Feb 16, 2016 10:12 am

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.

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jasminε
 
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Post » Tue Feb 16, 2016 9:58 am

I wouldn't be opposed to something like that. Perhaps picking a pre set class could also grant an advantage in the form of a special perk/ability, sort of like how birthsigns worked in the past.
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Eileen Collinson
 
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Post » Tue Feb 16, 2016 8:02 am

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.

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Elisabete Gaspar
 
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Post » Tue Feb 16, 2016 12:23 am

I'm all for a marriage of features but I emphatically oppose the structure of skill trees, with a perk prerequisite requirement.

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Nany Smith
 
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Post » Tue Feb 16, 2016 2:00 am

I'm going to do some selective picking, because I'm on my phone, but also to maintain a bit of topical focus.




What do you think the spaceship was fueled by? Tamriel isn't exactly brimming with Hydorgen processing facilities.






I think we can see where I'm focusing here. Keeping with the combat thing...


Like it or not, Combat is a huge element in RPGs. Particularly in video games. I wouldn't say it's because they are inherently more violent, or that video gamers are less thoughtful... It's just the system that you can accomplish the move variety in, and allow the most player-control, in the video game medium (conversation and general interaction are restricted by the lack of on-the-spot reaction that having a GM allows). So of course they tend to focus on what they can a do best.


Anyway... All the above are issues that can be resolved through a better fundamental combat system, one that has more basic damage 'Types', more control over attack modes, and more simplified interactions (IE avoids weird or arbitrary grouping and relies on basic and consistent variables).


In the first case, I tend tk advocate for 6 damage types. 3 physical, 3 magical. Cut, Pierce, Blunt as well was Fire, Lightning, Frost. I would generally like more, particularly on the magic side of things, but for the sake of simplicity (particularly at base) I think this offers plenty of variety in combinations, both for attack types and defenses.


The second step is a return to controlling your attacks better. Since Morrowind, the games have relied on a really bad Movement-Attack model that is clunky difficult to control and generally unresponsive. Frankly, it's garbage. But, having the ability to exercise greater control over HOW you attack is crucial to being able to maximise the use of damage types, and implement functionality in diverse weapons. There are, from my experience, 3 basic ways to resolve this.



Spoiler



Model A: Sequential Attacks.

Basically, you go through a sequence of attack animations, which reset if interuptes by a stagger, Blocking or a sufficient delay in the attack command. This is a very common approach in 3rd person gaming, and Skyrim does use it to some extent, particularly with dual wielding. Frankly, the worst option as far as im concerned, and I only include it for the sake of completeness.


Model B: anologue Combat

My personal favorite... This is basically a More fluid version of Daggerfalls controls. Hold the button to ready your weapon, move the mouse or camera-control to attack. Up is thrust, side to side is slash, down is a chop. It gives you more control over the timing and attacks, and can be taken to full-on Dead Island levels, which would pair extremely well with VR and 3 axis control. That said, it does have a bit of a learning curve, and wasn't that popular because of it.


Model C: Click-Timing (I don't know what else to call it).

This idea came to me while playing Fallout 4... Based on how it's bash and grenade feature works. For those who have not used it, you click a button to bash, but holding that button for a second throws a grenade. You effectively have 2 commands linked to the same button, based on how long it is depressed. While it's sorta frusterating in Fallout (hold too long trying to smash someone in the face with the butt of your rifle and you're likely to blow yourself up) building on that more solidly with melee offers some oportunitues. For instance, click a button/trigger to Thrust, hold it for a second to Slash, and then you have a dedicated 'Power' button which offers a different flavour for different configurations (2 handed chops, double thruts, throwing weapons etc).






Dividing attacks up this way presents numerous oportunitues. First, it allows you to represent variations in weapons. Rapiers are better at Thrusting, Scimitars at Slashing, for instance. This has a radiant effect of making it so you can highlight particular strengths of both different weapons, and different armours, so that how you approach an opponent will differ depending on the weapons you use. Someone with a Falchion is going to have to approach a heavily armoured enemy very differently that someone with a Warhammer.


Second, it allows for easy Attribute interactions without mono-typing. Thrusts are fast, Slashes are slower, and Chops even slower, but they utilise increasing amounts of physical strength. So you have the option of different types of attacks with different dependancies on attributes, which can further he diversified with special variables like Intelligence affecting Criticals.


Third, it functions more fluidly with actions like Parties, Timed Blocks and dodging. You can react in different ways to different types of attacks, giving you more variety in terms of interaction.


The next issue is a big one... Simplified interactions... This ties back in with Armour and the arbitrary categories of Light, Medium and Heavy. Consistency is important, and behaviour should be logical, consistent and transparent. Instead of Heavy armour slows you more, make speed based on weight. Instead of Light Armour being quieter, make it based in material (Metal, more specifically). This keeps things operating in simple, consistent lines that allows you to base more off of. The heavier your gear, the slower you move. The more metal you wear, the louder you are. This also increases the versatility of some spells (Feather, for instance).


An added benefit to this focus on simple, consistent and logical interactions is it allows you to highlight Material more strongly. Dreugh Hide may have higher strength than normal Leather, but weigh more, making it more appealing to agility-combat hybrids that still value stealth than more agility focused characters. Glass may be weaker than Ebony, but it's vastly decreased weight keeps it as an attractive option for agile fighters. The exact variables that materials influence is something for another discussion, but the focus on simplicity at the base level allows for you to manage far more diversity than trying to build from a more compartmentalized and arbitrary system of divisions.
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Veronica Flores
 
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Post » Tue Feb 16, 2016 10:37 am

Here's my idea, for the love of god Bethesda please no voiced protagonist.

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TASTY TRACY
 
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Post » Tue Feb 16, 2016 2:06 am

So stuff has been going on and consequently I'm replying a bit slow anyways...







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'm in agreement mostly. Though I think Altmer and Bretons shouldn't be able to have big muscles, Nords and Orcs should have to be heavily muscular rather they're male or female, Altmer must be relatively tall, and male Bosmer must be relatively short. I honestly do think Bethesda doesn't make Bretons look delicate enough, when imo logically they should look significantly more delicate than other humans do.


Or come to think of it, since Bretons are like defensive mages, maybe not, but they I always thought they should look more different from Imperials. Edit: On second thought an Altmer more muscular than most Altmer or a relatively tall Bosmer if it's relatively rare is something I'd be fine with, but just not taken to the extremes, of you know stuff like an Altmer being muscular to the extent of an Orc.


If Bethesda added a body sculpting/height adjustment system like the Race Menu mod for Skyrim, well I suppose I wouldn't have anything against someone making a burly muscular Breton or an Orc without a muscular physique if that's what they really wanted to do for reasons beyond my understanding, it's just things like non-muscular Orcs, tall Bosmer, and short Altmer don't seem lore friendly to me- or well not lore friendly if taken to far enough extremes anyhow.


If a less muscular than average Orc were still more muscular than a Breton, and a relatively short Altmer-tiny by Altmer standards about as short as Altmer can get was only slightly taller than say a Dumner or Imperial- or maybe just about average Nord/Orc height I think that may be okay lore wise, but taken to very far extremes, like a Bosmer, especially a male Bosmer taller than an Altmer would really threaten the lore aspect to me. I like to keep things lore-friendly, though if someone wants to make a non-lore friendly character, that is their own choice, though I think the vanilla game should be lore friendly, and non-lore friendly stuff is one of those things that modding is for, so they could make a lore friendly body slider for the vanilla game, and maybe for people who don't care as much about lore, they could make a mod for a more extreme slider.








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.

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Amy Cooper
 
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Post » Tue Feb 16, 2016 8:42 am

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

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Kate Norris
 
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Post » Tue Feb 16, 2016 7:42 am

Guess what will happen on May 13th, 2016! Hmm, many things could happen that day: https://twitter.com/bethesda

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Chantel Hopkin
 
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Joined: Sun Dec 03, 2006 9:41 am

Post » Tue Feb 16, 2016 6:05 am

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.

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Mel E
 
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Post » Mon Feb 15, 2016 9:15 pm

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.

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Natasha Callaghan
 
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