Official: Beyond Skyrim TES VI #72

Post » Tue Feb 16, 2016 8:18 am

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



We have a long way to go before we get another ES game. In the meantime, similar topics will be closed and referred to this one.



Note there is a separate thread specifically for http://www.gamesas.com/topic/1589318-tes-vi-location-and-setting-speculation-29/ suggestions for future games. Please keep discussion of Skyrim in the correct forums.

http://www.gamesas.com/topic/1587804-official-beyond-skyrim-tes-vi-71/


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Jimmie Allen
 
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Post » Tue Feb 16, 2016 1:14 am

Alright so here's some ideas I've been saving some to do with improving immersion others to do with a better perk system... Without mechanics many would find annoying. Some ideas are also... Slightly Daggerfall inspired, but more streamlined than Daggerfalls rather imo clunky at times controls. This is partially about Immersion to do with carrying stuff and fast travel, and then shortly stuff to do with fast travel.


Allow map click travel to stay, but to make it seem more logical, make it involve an enchanted item you wear, perhaps a ring or amulet very very early in the game like at the very very start, in order to fast travel you must have this item in your inventory, and press the fast travel keybinding. Perhaps F1 by default. When you do this you go to first person view, you stare at your own hand, and a transparent magical map is formed over your hand, so close to your eyes the map covers nearly the whole screen. After you click on a previously visited dungeon or city, a portal manifests itself then you step through it, and you arrive through it to another portal, which vanishes about 5 seconds after exiting.


People could make a mod so this ring, would instead only be available nearly at the end of the Main Quest or something like that so it feels more rewarding to us, but people who just don't find walk-a-thons fun, or don't have much time to play, could just start with the ring by default. And it would be called something like "Magical Portal Ring" only a more creative name then the one I just made up.


Now I still personally ideally prefer Morrowind's much more specific fast travel that doesn't involve map clicking, though the thing that makes Skyrim Oblivions and Daggerfalls fast travel annoy me so much, as the way it functions feels immersion breaking... When I think a slight alteration involving magic would make it much less immersion breaking.


Realistic is the wrong word to use but... This would imo make the map-click fast travel a lot more LOGICAL and a lot more immersive. The problem I feel with EVERY TES game that isn't Morrowind, is it doesn't try to use Silt Striders, boats, or magic to justify the logic of your character suddenly being teleported across the map. Skyrim did use wagons to be fair an improvement from Oblivion but I still feel more could be done. That's honestly a big part of the reason why Skyrim and especially Oblivion bother me so much, the lack of a magical justification for the teleportation destroys sense of disbelief- except for the wagons of course, which aren't magic but at least feel immersive to me.


And another immersion issue... Carry weight. Possibly divisive subject but I have a solution to that that in theory I am 90% sure is easy to solve.


So the idea is... By default you start out with very low carry weight. And you have to either use magic- including spells/potions/enchantments/shrine blessings, a companion, raw physical strength, or a wagon to to get it up to where you can carry a lot of stuff. A backpack will be able to increase it too but to lesser extent than wagons, strength or magic. A wagon can be purchased similar to Daggerfall, and it's basically a big container you can move around with you... Or using magic you can summon an existing wagon, or summon a more ethereal wagon as an alternative, if you summon an ethereal wagon it will remember what's in it between summons.


As for the strength thing, well I have a new idea, called the Utility Perk tree, which has SOME things in common with attributes, it's basically less streamlined than Skyrim but more streamlined than prior TES games, and it's supposed to maintain some of the things that make characters feel unique, without you know, that whole micro-managing hell of prior Skyrim TES games... Hoping to get the best of both worlds.


You can gain physical strength either via going to an in game gym every in three in game days- slowly increasing carry weight, or via a new perk tree called the Utility Perk Tree- with all sorts of interesting utility perks. Taking the Powerful Biology perk would drastically increase carry weight, and if weapon damage for whatever reason must continue to be balanced the Skyrim way, then perhaps, give a just a relatively minor melee damage boost these strength related perks to not significantly effect the combat balance of the game itself. The utility Perk Tree would have a variety of perks that... In hindsight perhaps seemed out of place in vanilla Skyrim, and were redesigned to be more logical. Stuff in the Utility Tree would also include the perks in Skyrim that for example, increased your adds of finding treasure which imo, seemed rather illogical to be in the pickpocket/lockpicking trees... I remember something like that from vanilla Skyrim anyways.


Perhaps another Utility Perk called Expert Swimmer which... Makes you swim faster and hold your breath longer. And another utility perk called Acrobat that... Does that stuff many know and love from prior TES games. Now wait... Before anyone mentioned their personal playstyle and the carry weight thing... On top of this carry weight overhaul I'm suggesting, just add a new option in the menu called "Disable carry weight". AFAIK a lot of people hate carry weight, they feel like it ruins their fun by keeping them managing their inventory, and I've even seen some suggesting to remove carry weight claiming it's just too unfun to keep in the game... So my solution would both afaik appeal to both the resource-management fans and the people who find resource-management to be nerfing fun.


The melee bonus from the strength perk would have to be... Noticeable, but also properly balanced in that it wouldn't be OP combined with weapon skill. I think with the right math it could be done.


People who hate carry weight and consider it an antiquated game mechanic, that's just so detrimental to gameplay that the logic behind it isn't as important, can finally get to play without carry weight... And people who want managing their inventory to feel more immersive, or want more resource management get what they want too.


Also imo the utility tree could also help... Avoid all the combat-centrism that imo, Skyrim suffers so deeply from. By having perks that only have a small effect on combat and some having no effect, and which... Solve the issues of you know... Being able to create more unique characters without tempting the player to spam Jump. I mourn for what Skyrim could've been if it had a Swimmer Perk, or a Strong Arms perk, or a Lucky Loot perk unrelated to any specific skill, or an Acrobatic Perk, or a Sprinter Perk.


I think what we need is a Perk Tree- a new Utility Perk Tree... That isn't inherently just directly a part of any specific skill. Or another Utility Perk may be hmm... Sensitive Hearing, which shows soundwaves through walls when something walks, and lets you hear things you previously couldn't. And a variety of other Utility Perks I hadn't thought of. The Utility Tree would be... About well, twists of fate your character runs into frequently, or strictly biological aspects of your character like speed or strength as opposed to skill, or things like a Master Swimmer perk which, perhaps wouldn't be fun to level as a skill, but as a perk may be quite entertaining.


I do miss attributes either way- even though I don't miss the Leveling Attribute Modifiers, though if they just won't be re-implemented or Bethesda can't find a way to fix them, Utility Perks would make it a lot easier for my characters to feel whole and complete without them.


The more and more I think about it, the more I think the biggest problem pre-Skyrim games have is level multiplier issues, where as I think Skyrim's problem, is that the Perk system of Skyrim can sometimes seem highly illogical. Boots with Night Eye enchantments would bother me for the same reasons... Being that they seem illogical, notice I am not saying unrealistic I am saying illogical, as in, if the World Of Tamriel were real, boots with Night Eye still wouldn't seem realistic in the context of that. Or the same way a mod I am currently working on has an overtly elongated bridge that is currently lacking pillars until I improve it, making it look like an anti-gravity bridge- even though there's nothing magical about it, hence it's nowhere near ready to be released yet.


I think when illogical things happen in a TES game it's of paramount, incredible importance, to strongly strongly stronger, consider using magic or enchantments or spells to make those illogical things, seem less illogical, like my suggestion to make a slightly altered version of Skyrim/Oblivion fast travel that uses an enchanted item to let you create a magical portal. Still functions 99% the same way, but now seems a lot more logical than teleporting from looking at a non-magical map.


And that's one thing Morrowind SERIOUSLY had going for it, that when it came to traveling around, particularly anything that teleports your character, that Morrowind was the most logical of all the TES games, logical, because it used the in lore magic of Tamriel to prevent said teleportation from being immersion breaking. I think one major thing we need back from Morrowind, is using Tamriel's magic that exists in the lore to prevent certain game mechanics from being immersion breaking... With the most obvious example being the fast travel thing.


Again, my fast travel idea is virtually identical to Skyrim's and Oblivion's, only you would press F1 or wherever you keybinded fast travel, click whatever previously visited part of the map you want to go to, and then a new magical effect and walking into a teleportal door animation would be added, so it's no longer so non-immersive. I'll probably always like Morrowind's travel system the most, but map click traveling as a forced alternative due to game design, wouldn't irritate me AS MUCH if it involved magical effects and animations.
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lauraa
 
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Post » Mon Feb 15, 2016 10:15 pm

For fast travel i would keep the Oblivion/Skyrim style of fast travel, without the need for portals/amulets etc. But i would increase the amount of in game fast travel systems such as carriages, boats etc to not only the major cities, but smaller towns as well.

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Nick Pryce
 
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Post » Tue Feb 16, 2016 4:27 am

Benefit of some sort of fast travel artifact is that you can limit it in the start, however you can also limit it by not unlocking locations.

An item sounds more like teleportation to me.

Skyrim has an nice mod who increase the number of carriages and locations to most of the minor towns, making fast travel pretty redundant. Only place I miss it is up north around the vampire caste.

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Claudz
 
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Post » Tue Feb 16, 2016 4:28 am

If they limit the carriage destinations leaving from smaller towns, that could add to the rp element. For instance the Riverwood Carriage could be limited to only whiterun. Therefore to fast travel in game, from Riverwood to Solitude would require one carriage to whiterun, then a carriage from Whiterun to Solitude.

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Oceavision
 
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Post » Tue Feb 16, 2016 1:31 pm


You are confusing the terms "teleportation" and "transportation."



Teleportation (such as Guild Guides and Almsivi Intervention and Mark and recall spells in Morrowind) are magical means of moving from one point to another point and happen in real time. Teleportation is instantaneous.



Transportaion (such as Silt Striders and map-based fast travel) is not instantaneous. We are not "suddenly transported across the map." Time passes as it would if we traveled on foot. In narrative terms this is what we call an Ellipsis. Ellipsis is when part of the story is not shown because it is not important. One character in a movie tells another character to meet him in the park tomorrow morning. The movie cuts to the park in the very next scene. That is an ellipsis.



In your three examples above, Silt Striders and boats are transportation; magic is teleportation.

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Rhi Edwards
 
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Post » Tue Feb 16, 2016 11:37 am

Strictly speaking, Fast Travel from the map does the same thing. The game is basically just doing the walking for you. Now this isn't too terribly important, unless for example you're doing the Dawnguard side of the DLC, which has almost every quest on the opposite end of the map all the time. Personally, I like how New Vegas in hardcoe mode handled Fast Travel from the map. The distance you could go was dependent on your resource needs, meaning there was only so far you could go. Now because the map was so small it was kind of useless, but its an interesting base to work off of.




Skyrim's biggest problem is that all of its "perks" do things that raw Skill level should deal with for the most part. Most of them are neither interesting nor shape the skill enough to justify taking one thing over the other. Aside from the Dual Wielding branching path in the One Handed skill, the game just seems to assume you would want to pick all of the perks and almost require it in order for the Skill to function...except with things like Lockpicking, which is bizarrely useless because of how lockpicking works.



In order for Skill Trees to work, they need to be expanded on. And the problem with that is, you need so many levels in order to achieve that, and that otherwise hampers how many perks you can try and put in a Tree. The solution? In my mind, divorce the acquisition of points to invest in the Trees away from level up. It promotes a more naturalistic feel and retains TES's 'learn as you do' approach by allowing you to invest in the the different Trees as you level your Skills. Leveling one skill gives you one point, though the higher you go up on the Tree, the more steep the investment is. You might have a Skill of 100, but if you want the really cool abilities and techniques within a Skill, you need to do some heavy investment into that Skill. That promotes a greater emphasis on specialization without pushing people away who prefer more spread builds.



Also, I'd stop calling those "perks", but rather Techniques. Actual perks should be awarded upon level up, and consist of odd abilities and quirks that don't necessarily have to revolve around any single Skill. It would (but not always) have Perks that more revolve around your Attributes to some degree, and would consist of passive and active benefits you could apply to your character, be it being able to use Sweep with two handed weapons if you have a high Strength character, being bolstered by the thrill of killing an opponent and replenishing some Stamina, or learning powers like Berserk or War Cry that you would need to activate.

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James Hate
 
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Post » Tue Feb 16, 2016 12:56 pm

I don't see the point....in reality if you have a far better material than steel .Harder ,more durable,etc. you dont use MORE of it in the armor.You use less because it will still get a better result.

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kirsty joanne hines
 
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Post » Tue Feb 16, 2016 8:27 am

New Ideas For TES VI


1. Realistic Character Creations - I want a beautiful character, like Evie Frye in Assassin Creed Syndicate, Zoey in left4dead is pretty too. I want all NPCs to be beautiful as well. For male i like Nero in Devil may cry 4, leon s kennedy in resident evil 4 and for bearded man, i like Hawke in dragon age 2.


2. Populated World and World Interaction Quest - Problem with Skyrim when i travelling, i feel alone. I want more guard, bandits, merchant, mercenaries walking around the road. I want the city, village to be populated, more NPCS.


Like the witcher 3, there is dynamic quest that make bunch of bandits or hired thugs try to kill a women that they accused as a witch. Player can choose to help or ignore.


More quest like this that makes travelling interesting.


3. Enchanced roleplay experienced. Eat, drink, bath, grooming, preparation when going on travelling, if its raining, build a tent, bring food so wont starve in a journey.


Being a female character is something other npc will talk about, female should not fight they said.


4. Interesting NPCs and bigger town, villages. player can marry, kill all npc, example player can even catch female bandit and marry them.


NPC has interesting dialogues, almost all of them has interesting quest.


5. More Radiant/Dynamic Quest - Most story type quest is a 1 time play. You will get bored if u play it for the 2nd time. The story is the same, nothing new.


The dynamic quest in the other hand, is a spawning quest that change everytime. The story is not the same, how u defeat it last time wont be the same like when u want to defeat it this time.


Example:


Enemy: Kidnapper guild, kidnapping pretty women.


type: mvp enemy lv 99, they all 5 to 12 people.


Info: Spawning every 1 month ingame time (adjustable) at a random place all over country.


the kidnapper can appear randomly near riverwood, windhelm, cycodyl, whiterun or anywhere across tamriel every x time after they die.


everytime they spawn, they will have lair at a random cave near the town (most town has 1-12 cave nearby, so guest where?!)


low level players cant defeat them. even level 80 town guard cant do anything. the kidnapper just break the house and kidnapping women.


however, low level player with stealth skills can infiltrate their lair while they away and release all the womens.


Kidnapper gang just an example, replace the name or the crime, then u will have a fun dynamic quest to fight everytime u play the game. it can be a burglar, it can be a team of vampire or lycan,it can be 7 nazghul searching for the 1 ring, it can be jeepers creepers, it can be sleepy hollow, it can be anything. the lair can be a cave, can be a fotress, can be a grave...embrace the monsters terrorize the night...making night a different experience in game...the concept is simirlar to vampire attack in skyrim dawnguard dlc.


Story quest is good, but make it dynamic, repeatable, spawnable. peace wont last forever.


example in skyrim quest 'destroy the dark brotherhood.'


make dark brotherhood spawn, this time they hunt player down. they send assassin when u sleep, they send bounty hunters for ur head. this town player need to track down their new fotress in a +100 fotress across tamriel.


6. Living world - The world is alive, Npc has scheduled life rouitine,realistic weather, the world has calendar and at some date there will festive seasons. 4 seasons like real world.


7. Sand box game where player can do whatever they want - Do u want to fight the evil or join force with evil? or build your own army and defeat both good and evil.


You can serve the king or fight for the throne, bring peace to the land or make it a demonic world or set your own rule when you conquer the world with your army.


Or u dont want to join the war, be a blacksmith, mage enchanter, chef or any other crafting professions and live a normal life like any other npc, the choice is yours.


This is the reason why skyrim so popular. the freedom to roleplay. just google roleplay skyrim and so many result will appear in youtube or twitch and its very fun to watch!


this freedom makes skyrim has endless story to tell. developer just create the world and leave the story to the players.


8. Game Creation Kits - Player can create anything from the creation kits. Quest, character (npc, followers, hero), even the world. only lore friendly mod will be approved.


9. User friendly console command - No grinding game style, with user friendly console commands you can get almost everything in game. Example when i want to experience the end game content, like be the king, i can cheat fame status (fame increase by doing good quest, or infame if u want to be evil king and command evil army), cheat golds ( u need a lot of gold to be a king and conquer the world). Or want to play the game slowly and casually, no cheats. the choice is yours.


10. Naval warfare - There is naval warfare, pirate life. map is huge, sea is huge, there is adventure in every area.


11. Guilds - There will be guild, good guild and evil guild. dynamic guild mission, you can join good or evil side. you can be the king of evil or the king of good.


Gameplay Example:


After character creation, player can choose where to start.


joining good army:


1. army guarding city

2. naval army at the sea

3. army at warzone


joining bad army (spawn at evil city, demon use human king as his proxy)


1. army guarding city fighting rebelion

2. naval army at the sea

3. army at warzone


Joining good guild


1. The companion - Do quest that helping peoples like killing bad guy, monsters, escorting goods.


2. rebellious guild that fight evil army, located behind enemy line, main rival to The Hidden Hand guild.


3. demon hunter guild


Joining evil guild


1. there is thief guild specialize in stealing.


2. dark brotherhood, killing, kidnap and doing all evil things


3.bandit guild


4. pirate guild


5. necromancer guild


6. vampire and lycan guild


7. the hidden hand - evil agent, creating chaos and false flag around the world.


Hidden Hand guild is the leader of all evil guild. rumors said Lucifer is the guild leader himself.


8. Kidnapper guild - kidnapping women


all this evil guild terrorize people and killing good guy.


Every city has their branch of good and evil guild.


much more guild will be added later.


12. Offline MMORPG - Guild raid with followers, some dungeon required 5-10 character to clear it, fotress, castle, camps, world boss need even more followers and even a troops. Similar to warcraft 3, i hope tes 6 will allowed tactical camera view to manage high number of units.


Player can hired team by paying them, do their quest so they will follow.


13. Combat system - I like TESO combat system.


14. Yearly update. Like pes 2016 and fifa 2016, i will definately paid!! Keep the medieval fantasy setting, i only love medieval fantasy. I even buy dragon age inquisition $150+ but very disappointing with it. TES 6 cant be postpone anymore, we need it now. not perfect? so be it. even skyrim still looks very beautiful until now.


Assassin creed syndicate and the witcher 3 should be the baseline for tes 6. the realistic character in assassin creed syndicate and beautiful world in the witcher 3 is something that can be learn from.


15. Developer money making - despite allowing modders to mod the game, Bathesda can still making money continuesly. Release more hairstyle, faces, radiant quest, clothing, weapons, or even charge 50/50 revenue for every mods (only allowed mods in official website). And please dont use Steam, steam wont allow me playing skyrim offline...


And of course release more DLC, i will buy all of them!!!!!!


p/s: Bathesda please hired me to the TES 6 idea team ;P


More ideas later...
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Sheila Reyes
 
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Post » Tue Feb 16, 2016 5:11 am

That's not realistic or immersive not everyone is beatiful or looks....like that or even wants to since the girly guy looks is something I hardly find attractive.If you want that download a mod.Or watch anime...




Stuff like that is already in the game....



Nothing against bigger cities with more npc's but that example?Really?REALLY`?Download a MOD.




Already in the game.




The rest is far to specific to comment on.

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glot
 
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Post » Tue Feb 16, 2016 8:19 am

The Elder Scrolls V: Skyrim really doesn't have dynamic quests like that like The Witcher 3: Wild Hunt has where you find a NPC('s) fleeing from a village because bandits raided it and ask you to help them kill those bandit NPC('s) or you can ignore them and never do anything and the bandits would of either killed every NPC's in that village or burned it down. Or the witch hunter NPC('s) tracking down mages and sorcerers and killing those NPC('s). Or where a city guard NPC('s) randomly takes a NPC('s) and puts them against a post and executes them with a crossbow for whatever reason.



Fallout 4 I'm not so sure either.

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Claire Lynham
 
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Post » Tue Feb 16, 2016 11:44 am


You can already create characters that are as good looking if not better than those with Fallout 4 and of course Bethesda is only going to improve on the character creation further once TES6 is released.





Not to that extent no.

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Sunny Under
 
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Post » Tue Feb 16, 2016 7:26 am

Using a motion capture studio and much more animations!

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saharen beauty
 
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Post » Tue Feb 16, 2016 11:21 am

I believe they already use motion capture, for me it seems like the 'bad' animations come from those moments in between two animations that were done via motion capture. (I hope that made sense).

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..xX Vin Xx..
 
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Post » Tue Feb 16, 2016 4:54 am

For combat movement I agree. For face animations, I think the best are made by hand likeThe Witcher 3.

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x_JeNnY_x
 
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Post » Tue Feb 16, 2016 7:22 am

Unlikely. The Witcher 3 relies on active cutscenes happening that isn't just a simple close in view of the two characters in-dialogue. In order for that to work, TES would need to adapt a similar structure, and given that I don't like cutscene's to begin with...I'd rather not.

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Sammie LM
 
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Post » Tue Feb 16, 2016 2:28 am


Yeah, I do want the wide ability to make who ever you want. While Skyrim did match my taste with the ability on making rugged guys it was pretty hard to make a younger looking character for those that want it. FO4's character creation did give you a nice variation on it, but more won't hurt.

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Kristian Perez
 
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Post » Tue Feb 16, 2016 5:43 am

Elder scrolls 6 Idea
The battle of the god Tolos, and Dagon, had changed something ,something in the sky, no one noticed, the gods didn't notice then why would man. Centuries went by, nothing happen, because it was something small, very small, but then it happened the star appeared before the planet left, a stellar formation that was never suppose to occur.The day went by unnoticed, but the night was odd, everyone had happy dreams, and better yet everyone remembered it.The oddness had everyone wondering, then rumers of deadric realms being safe, and dogon taking on a human form to help a child's mother. Something was different , The day was known a paradox, fitting for it's name little did the humans know how true it was, the children born where where created, but not from the essence of gods of creation, but the essence of god's of change the Deidra.The deadric god's never created before, nor had children of they're own. Telivanni wizard student, "but, dad aren't the Audra hunting down the paradox children , to close the paradox?" The telivanni wizard, saddned now, looking at the child," yes, Mortals are tied to destiny, and as long as children of god's of change exist, destiny can change, and the Audra cannot have that" The boy looks sad" But, son if I know anything about being a father, a father would rather die than to see his child fall" The telivanni wizard said, with a tear in his eye.

The story is going to be about the boy, a paradox, who survived the Audra hunt for the paradox children , with the help of his father, a telivanni who gave up immortality to save his life, with the help of auzura, the creator of his would they had escaped, and thus the adventure of the paradox children begin.An Idea I had would expand it if people would like, anyway it's a concept, and just a brief summary.
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Damien Mulvenna
 
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Post » Tue Feb 16, 2016 12:45 pm

Im not impressed with Fallout 4 character creation (i also dislike the game wasteland futuristic theme). for me all their female looks kinda generic the same. the game that i like their character creation is archeage.

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keri seymour
 
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Post » Mon Feb 15, 2016 10:11 pm


They've been doing motion capture at least since Skyrim. They talk about "upgrading" their animation system in this blog http://www.elderscrolls.com/community/big-mountain-climb-animating-skyrim/ which leads me to believe they might already have been using some sort of motion capture prior to Skyrim.

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Jack Walker
 
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Post » Tue Feb 16, 2016 6:24 am

So, while hopefully not too far away from the convos about armor, how do you guys think materials should be handled?


Personally, I'd prefer that different materials have different perks/certain unique characteristics that come into play when wearing them.


Materials would be:

-Iron

-Steel

-Silver

-Dwemer

-Malachite

-Elven

-Moonstone

-Ebony

-Daedric (material)

-etc.


Then, cultural style could provide an additional refining of the armor's function and appearance. Armor style could include :

-Yokudan

-Akaviri

-Imperial

-Argonian

-Dunmeri

-Nordic

-Aldmeri

-Bosmeri

-Daedric (style)


And then orientation could be as simple as:

-Heavy

-Light

-Cloth (but with cloth materials)


System could work with what Lach proposed prior.


Also, I'd like for daedric material/armor to be as rare and priceless as it was in Morrowind from what I've seen.


Different styles and materials should at times feel blatantly different. I wouldn't mind heavy armor creating a juggernaut-esque feel when wearing it. Probably not to the extent if power armor in fallout 4 but closer to that than how heavy armor felt in Skyrim.
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Sammi Jones
 
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Post » Mon Feb 15, 2016 11:31 pm


We wouldn't use more in the armour, no, but Dremora probably don't have the same hangups about armour weight as your average knight. I don't think mortals should be able to make Daedric armour. Its pieces should be treated like artifacts, and have the stats to back it up.

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Anthony Santillan
 
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Post » Tue Feb 16, 2016 5:30 am

Eh. Personally, I'd stay away from ESO's model of applying material-then-style for the most part. You end up doing a lot of work focusing on a lot of broad strokes in your art department and start ending up with a sameness to all of your weapon types. I'd rather take the Morrowind route and have racial styling, regardless of material (I.E nearly everything in Morrowind was Steel based) be their own separate arch-type.




The method already exists in-universe. However, it still requires extremely expensive materials (Ebony), the essence of a Daedra, which you're not just going to stumble across most of the time, requiring an absurd amount of Skill, and exact timing when to actually chuck the heart in. Not an easy venture.

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stevie critchley
 
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Post » Tue Feb 16, 2016 6:03 am

Archetype.



I agree, though. Doing a cultural variant of each material divides attention too much. We need many different kinds of steel and iron armour, then one or two kinds of Orcish, glass and ebony. Dwarven should just be Dwarven. Then there will be all of the weird armours if the game takes place somewhere exotic; coral, bugshell, porcelain, cheese, etc...

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Lizbeth Ruiz
 
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Joined: Fri Aug 24, 2007 1:35 pm

Post » Tue Feb 16, 2016 7:44 am

Idea 2
To be honest we need to have the ability to judge people in trial, and to make it interesting have 3-4 people who judge with you, so that you can play a influence game with them to get your decision or to see which one they agree with the most and vote with that one to not lose favor with the majority. Have about 10-15 of those, and add more in a add on for the people who like it, and are willing to pay. I mean come on having a trial sounds fun, and if they choose a trial by combat imagine having the option for your companion to duel them, I mean think about the fun and nervousness about it, ohh and have it where you can bet with you companion, to encourage you to have your companion in the duel, and actually make you want to have good armor for your men, especially if it is a 7 on 7, scary as you have to make sure all your guys are well equipped or they are dead, but make it to where it is the only way to get a legendary artifact, worth risking them now I bet.

Idea 3
We need a law office to indorse things, I mean come on having a house is fun, but imagine having to get certain people to overlook the dark figured robe men installing unorthodox torched machines, or having the permit for a lion, I mean in a game having only 1 of something just cause svcks, but having a reason like your license only allows 1 and if you have more you have to face the watch adds reason and free will, you can have more than one, but watch out for the guard. Also think about haggling with the merchants for you little boat spot, I mean licensing is good, but it doesn't mean someone wasn't ahead of you. It would add a debt to you game, and having certain decisions effect what you can get a license would be cool to, and I don't mean for them to tell you , I mean you finished a quest, and sparing the barbarian, surprisingly brought him to the city where he has a dog training ring and sells you dogs and has dog fights(legal or not), but it shouldn't tell you as the consequences should be a surprise and make it a joy to check up on your city, or the licenser, in case someone established something because of you and now you have debbs.

Idea 4
We need a special dealer , where we pay 200 or so gold to arrange a meeting to see a single artifact, or rare armor, but it doesn't mean we buy it or can even buy it, it will be where our negotiating skills could come into play with the meeting, we would be in a room, like ship room where we look at the object and the pricing, depending on our speechcraft, persuasion, and mercantile we would have the chance to buy the item, but we should have some people who change their mind unless you have really high persuasion lets say, and thus unless you have that, the person just gives you back the 200 gold. I mean that would be cool and the only way to get certain items is by having the right speechraft or merchant skill, and of course the money. After all it would bring,
Bring value to our skills, and perhaps having a companion who can arrange that for half the price, and/ or help your deal would be priceless, and make you have value for them, after all if your annoying companion found you a artifact for sale and you just might wait a little before killing it.

Idea 5
Boss like allies where they are not part of a quest but are assume, and will aid you for there own reasoning:
Going through the cave you stumble upon a man who is paralyzed , you cast unparalyze on the man .
Paralyzed mand" Thank you my friend it seems that my blood alchemy had gone astray .
option A- pull your sword are you a necromancer
option B- Really , backing up
option C- could I use it.
Thus resulting in the alchemist's saying he is not a necromancer ,but a person who replaced his blood with a alchemy potion piqued.
From there he offers you to have the transfusion for your blood, and depending on you endurance and strength how powerful of a potion
you can have in your veins, I mean it would emphasis on the attributes you want, and thus make it that much more interesting in the options you choose.
I mean you can magic potion running through your veins, where you can achieve assume things, but cannot choose another attribute.
The person wouldn't do it for free and thus he could just charge you money, or a quest, and even have you collecting herbs for the potion

Idea 6,
For the whole travel cenario it can vary on what is happening, like the skyrim there was a civil war, if you think the roads where not destroyed as a plan you are wrong, but ya
It should vary as you start out if there is a big conflict you can use it as an excuse for the the not having fast travel, and better ,when it is all done for each fast travel mark from city to city you need to gather funds yourself, merchant skill, or convince local lords to pay or contribute to the rebuilding effort.yay using skills actually, ohh and yeah best part someone has to clear the raiders , and if you are not over op, which is boring, having well equipped men will be smart, and to make things better have mercy hire option, where you merchant skill comes into play, but better yet set the luck to make it to where they failed or not, or worse one of the merci had a rare item and the enemy is now even stronger, but the little artifact might be more valuable to you I suppose, so maybe your low luck helped you out in the end, so unlucky, you are lucky.

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Nikki Lawrence
 
Posts: 3317
Joined: Sat Jul 01, 2006 2:27 am

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