Yes but at the same time you wouldn't know how much damage it was doing. I also think i miss remembered it and you can't use them till you get them identified. I still think it's a cool concept though and adds some tension/coolness to finding an enchanted item.
It doesn't need classes back although I want that too, to a degree. It more so ask you a question like
" You once did a deed for the emperor and he paid you with; "
A) A Cuirass
An Ebony Dagger
C) 500 Gold
D) Soul Gem
and depending on what you choose you'd start off with. It would do this a couple times. Some of them wouldn't give you anything but possibly change your deposition with certain factions and such.
At first I thought this topic was for Beyond Skyrim Mod lol! Anyway.. I won't expected ES 6 to be any bigger than Skyrim/Fallout 4. Just look at Fallout 4.. They been told us before that when it comes out It'll have the Skyrim+Fallout 3 sizes combine.. That's pure PR BS! They has all the times and resources they needs and it turned out to be a big disappointment in many aspects after all the hype and such. Even so their brainless fans will continue to support and buys in to whatever sh! they sells. That's my opinion.
i honestly prefer quality over quantity.. I would much rather a game the same size as we currently have but feels full and interesting, over a much bigger game that feels barren..
"bigger for sake of bigger" is a poor business practice..
I prefer quality over quantity as well.
I'm sure a video game world map can be made big with quality. As I said cities need to be bigger with more farms, houses, guard towers, and windmills on the outside and bigger forests with NPC's here and there as in bears, deer, rabbits, wolves, etc and villages spread out, with some abandoned cabins or abandoned houses here and there.
Make them also have sidequests for different purposes find a treasure somewhere in the wilderness, find out why that house is abandoned, etc.
There you go that's quality right there.
That's what I want to see in The Elder Scrolls VI besides a bigger video game world map.
Doesn't mean they can't go bigger. They have nailed the world design within the confines of the size of the world since Morrowind, and i doubt there is much to improve in world design.
For me i think a max world size would be 3X the size of Skyrim. Large enough to remove the theme park feel, yet small enough to be able to make the world interesting.
The Witcher 3 is an example of that.
Yea there's no reason they can't make it 3x bigger and still have tons of quality. Hell just making cities a reasonable size would be a good start. Fill the space between with dungeons and towns that arent 20ft away from each other and you're good.
yes it should be bigger. the previous series, bathesda is rushing to prove something. now we all know they are awesome, just take your time, create a bigger world. in doesnt need to be open world entirely, make it open by zones, like TESO, to reduce lag and add more enemy spawn
about economy, make a social job, like chef, crafter and trade routes. makes certain place good at this item and other place not so merchant can travel selling their goods
It does need to be open world, though. That's one of the key traits that make TES games so excellent. TESO is zoned because it encompasses most of Tamriel. If the next game is in Hammerfell only (just as an example), then there is no reason for it to be zoned.
And cells already fulfill the memory management role that zones are for. Adding zones won't allow for more objects or enemies.
I agree. An open contiguous world is *the* defining characteristic of all Elder Scrolls games. Get rid of that and you get rid of the heart and soul of the Elder Scrolls games.
i prefer loading screen with better fps (80-100) rather than 'open world' with laggy 30 fps and less monster spawn
Ok I hope Bethesda Game Studios adds DirectX 12 support to the PC version of Fallout 4 and to the PC version of The Elder Scrolls VI.
Deus Ex: Mankind Divided is releasing for sale in 2016 and will be able to render 10,000 to 80,000 objects on screen, but the visible ones will be rendered to be seen.
Next is that there will be Global Illumination with offline baked of hundreds of thousands of light probes.
I don't know what any of that means...........but it sounds really cool!
Also, have a variety of enchantment types. Enchantments that have both buffs and debuffs, so you can decide if a particular buff is worth the debuff on your character (or a companion). I'd actually make buff-only enchantments very rare, so I actually have to think for a moment about whether I want something or not.
Cursed items are also a must for any system that allows you to use an unidentified item. You can risk using that item you picked up for a free boon, or you may be given a rather nasty effect you can't get rid of without expensive healing, and/or a quest... given a radiant quest system, that could work quite well. Curses in general (proper ones) are sorely needed, really. Some curses may have a buff, but also have other effects you won't generally want but can't easily get rid of (like an amulet that enhances your intelligence but also saps your health or strength, or a ring that makes you stronger or healthier, but also gives you lycanthropy).
Not a big fan of of cursed loot to be honest at least on every enchantment. Wouldn't mind it though if it could be removed however by an enchanter or yourself with enough skill.
No they didn't. That was pure community speculation. Todd Howard outright said that it was about the same size as their previous games, but that it FELT bigger in some ways because of the verticality.
The Witcher 3 was also made by a team twice the size of Bethesda.
The main issue is going to be manpower. Even with better use of procedural generation, Bethesda's team is simply minuscule compared to other AAA studios. Unless they up their workforce, it's always going to limit what they can do.
I'd like bigger, sure, but i'd much rather 'Better'. Focus on deeper characters, better story telling, more interactions and better baseline mechanics, then you can make things bigger.
Of course, Bigger means more accurate scale... I don't want Bigger to mean trying to do 2 Provinces at once.
The problem is, such a mechanism doesn't really work that well within the current Enchanting system (which i personally think is as far above the old as the Magic System is, they're both just lacking volume to round out what is essentially a proof of concept). Unless enchantments became far more rare, and far more powerful, having curses and unknown enchantments doesn't really do anything.
To clarify, there'd be a difference between cursed and buff/debuff balanced enchantments. Cursed would be a specific type of effect that can't easily be removed after getting it (and needn't be explicitly negative, though not something most characters would want; for example, vampirism would be a type of curse, or an inability to gain levels in certain skills could be also). Enchantments that merely have buffs and debuffs would be different... the debuffs are there to help balance the enchantment so that it's not a forgone conclusion that any character will use it in lieu of no enchantment. For such enchantments, the debuff would go away when removing the item, along with the buff.
It could work I think, if enchantment cost was based on not only the strength of the enchantment, but also the positive-to-negative ratio (similar to Daggerfall's advantages and disadvantages system). A purely positive enchantment would cost a lot to make and thus could only be done by highly skilled enchanters. Having a more equal amount of positive and negative effects would require less skill. Or it could be a bit more automatic... at low skill, when you make an enchantment with a positive effect, it also receives some negative effects. As you get more skill, the negative effects lessen on the enchanted items you make.
I really like the idea of unknown enchantments on loot that you have to get identified, as it helps create a sense of discovery with not knowing right away what it is you picked up. It also means enchanted items won't inherently sell for a bunch of money, since unidentified items won't sell at their full price and identifying them costs money (and depending on what the item ultimately is, it could actually sell for less than it cost to identify, to help keep the player from amassing money too quickly as they start getting pricey enchanted stuff). Cursed items would be needed as a disincentive to simply using whatever it is you picked up to see its effect without identifying it... using the item carries a risk that you'll end up paying more to remove the curse, while also being stuck with the curse until it gets removed.
Just once in the history of The Elder Scrolls video games, besides The Elder Scrolls II: Daggerfall I would like to see Bethesda Game Studios develop a The Elder Scrolls video game taking place in two provinces of Tamriel. That has all content hand made and placed and not procedural generated.
The Elder Scrolls VI should be that The Elder Scrolls video game, then all The Elder Scrolls video games developed after The Elder Scrolls VI should stay in one province.
I just want to see two provinces of Tamriel one time only.
It can take us as I said before to Black Marsh where we can experience the Argonians homeland and have naval combat gameplay mechanics implemented and then sail to the main land of Morrowind.
Give us that alien world feeling of The Elder Scrolls III: Morrowind. Which was supposed to have mainland Morrowind anyways.
See mainland Morrowind's justice served.