Official: Beyond Skyrim TES VI #76

Post » Thu Mar 24, 2016 11:19 pm

Until the game is in our hands, there's no telling what Bethesda will do. In any case, I doubt it will be anything like that (purposefully) overly pessimistic appraisal of how Bethesda Game Studios aproach creating a game.
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Lawrence Armijo
 
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Post » Fri Mar 25, 2016 11:44 am


Don't feed the mythical beings the mods won't allow us to mention by name, please...

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Richus Dude
 
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Post » Fri Mar 25, 2016 4:10 am

After trying to think for two days how Bethesda Game Studios can add a real life real time sabotageable dynamic economy in The Elder Scrolls VI I think I got a good way of it being implemented. So your Player Characters (PC's) don't feel like they are holding onto Gold forever and you end up having 1 billion Gold pieces.



So the Fighters Guild or whatever NPC's can hire you and other other NPC's for contracts to complete like say in The Elder Scrolls IV: Oblivion. If you fail the contracts you don't get the Gold and that NPC('s) will never come to your Fighters Guild or whatever to hire again. There can be NPC's who will try a second time. When you complete the contract and get the Gold a percentage of it should go spread out to the other Fighters Guild NPC('s) who were with you if your alone then it should go to the Fighters Guild owner and you. Also you should get taxed with a small amount of Gold going to the city for the city guards.



If you steal items from merchants they will raise their prices because they lost money on the items that got stolen. If other merchants come into the cities or wherever and sell the same items for lower prices than the merchants who are there already, then the other merchants who are there already should lower their prices. Supply and demand.



Banks should be brought back where you can store your Gold in and Gold needs to have weight



And of course any job you do, not just contracts from the Fighters Guild or whatever should be taxed.



I think this sounds like a very good way to implement a real time dynamic and sabotageable economy.



Successfuly completed jobs you get paid. If you fail you don't get paid and NPC's will be mad at you and other NPC's will try a second time to see if you can successfully finish a job for them.

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Robert
 
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Post » Fri Mar 25, 2016 1:57 am



About degradation, I dislike that it was removed as well. It adds real dynamic to the game, and can drastically change the way you play a character. Hopefully they include it in the next game(s).



The rest of the cuts make sense to me, though. Spell-making was awesome, but it was broken. We can't really blame Bethesda for doing away with a system that was full of cheese, and that is not very compatible with the newer spellcasting system. Now that they have a good system in place, they can probably bring back spell-making in a more balanced way.



Levitation would cause glitches out the wazoo because of closed cities, and we got closed cities because of the loading time complaints from Morrowind, which were numerous and loud. I'm not sure if you were here then, but people were very vocal about how angry the load times made them, and Bethesda realized it had to do something. Technology has to get a little better, so that open cities can work properly on normal computers, and then levitation can come back. That's just the reality of it. More people are put off by long wait times than are put off by not being able to levitate, I have to say, even though I personally loved levitation.



Spears should be in the game. They are one of the oldest weapons in the world, one of the simplest to make, and one of the most effective. But the mechanics should make sense before they include them. Swinging a spear like a baseball bat was hilarious and clunky in Morrowind.



I liked Morrowind more than Skyrim. A lot. But some things about Morrowind were bad, and I'm glad Bethesda is experimenting and trying to improve.

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Princess Johnson
 
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Post » Fri Mar 25, 2016 3:16 pm

I would like to see a item degradation system return, but i would want it different from before.



Items shouldn't break at 0%, instead as the health of the item declines, the effectiveness should decline. 0% could leave the weapon at something like 10% effectiveness, as an example.

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Jay Baby
 
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Post » Fri Mar 25, 2016 4:31 am


Not computers, consoles. Oblivion's Open Cities mod proved that, in an otherwise vanilla install, the toll on framerates was pretty insignificant on computers. It was consoles that could not handle open cities without dipping below the console's fixed framerate requirements.

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Joey Bel
 
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Post » Fri Mar 25, 2016 1:17 am

Well that's obvious looking at the different capabilities of PCs and consoles.



I don't even mind the breaking as long as it is slower like in Arena and Daggerfall.Oblivions system was just way too fast but it can be fixed easily.

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Jessica Colville
 
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Post » Fri Mar 25, 2016 3:29 am

I liked equipment wear. it at least gave a little more dynamic to what you needed to carry to stay effective. with characters that didn't have armorer, they just replace whatever weapon or armor got worn down with another found or bought. it gave less importance to high end items, and also made hungers very dangerous.

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Chloe Yarnall
 
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Post » Fri Mar 25, 2016 6:09 am

i want a town (like whiterun have bigger farm), while small settlement like riverwood has a farm that provide food. like cow (provide milk), sheep (meat), chicken and honey (honey farm). and also plants like fruits, watermelon, graqes,etc and player can do farm profesion



Player can craft cheese from milk and craft honey

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Robert Jr
 
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Post » Fri Mar 25, 2016 11:04 am

Meanwhile, i think it's one of the clunkiest, arbitrary, and outright fictitious maintenance mechanics in RPGs. You need to REALLY abuse a weapon or suit of armour to break it, and with the exception of Mail repairs are often difficult, if not impossible. It exists for no reason beyond being a tedious maintenance activity that does nothing to diversify gameplay and increase the range of approaches, and instead just shoe-horns every character into an endless repair cycle, either through their own repair skill or shelling out cash to a smith.



The type of damage which would render an item 'broken' should be substantial and rare, and linked either to misuse or extreme circumstances (such as magical corrosion). Which is where the traditional durability model falls not on it's face, but off a cliff. It has no mechanism to deal with the diverse range of influences that exist in a fantasy world that could LEGITIMATELY impact the functionality of equipment, nor does it have a mechanism for dealing with smart or cunning gameplay decisions on the part of the player.



The IDEA may be worth revisiting, but the past implementation isn't.






I think it's easier to approach than that. As i've said before, 4X games have been using a resource and trade model for decades that could be applied, basing prices on the available sources of goods rather than on more specific per-store crime (though, that's a potential expansion for down the road). The simple inclusion of a Faction-War or Bandit-Faction could then easily allow for more player-driven disruption, while having hostile encounter sites interfering with those trade routes gives ample opportunity for players and Guilds to go out and have a worldly presence.



I also think it's a bad idea to have something like failed jobs PERMANENTLY impact future jobs. Failure should impact a guild or organizations reputation, but the losses should never be irreparable.







That's basically the idea. Larger cities would have the most shops, but be almost entirely dependant on trade-routes, while Towns, Farms and Mines would have a smaller selection of shops, but produce 'Goods' which are available along all linked routes. The more sources of a particular Good, the lower the price.


Towns and Farms would, understandably, produce foodstuffs, wood, pelts etc. An Iron Mine would produce Iron, which then affects all Iron Goods.

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BRIANNA
 
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Post » Fri Mar 25, 2016 8:36 am

for face, next teso i want it this kind of tech to make it look real..



https://www.youtube.com/watch?v=xeracoL5lrA



https://www.youtube.com/watch?v=jrutZaYoQJo



i want real attractive human to be craft to 3d. even amateur can do this, what it takes is at least 2 2d pictures, frontal and side.



i want the face to look realistic...for immersion. it break my immersion when the character especially female is ugly

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Max Van Morrison
 
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Post » Fri Mar 25, 2016 8:56 am

Not everybody looks perfect, though. If everybody looked like supermodels, that would kill immersion, IMO.

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Talitha Kukk
 
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Post » Fri Mar 25, 2016 5:59 am

how does that break immersion? plenty of people have less than ideal appearances, i would say everyone looking "perfect" would feel far more out of place


EDIT: ahh Kane, you ninja'd me

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Justin Hankins
 
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Post » Fri Mar 25, 2016 2:04 pm

:ph34r: :ninja:

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Roddy
 
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Post » Fri Mar 25, 2016 11:22 am

because its a virtual world where u can create anything. i still want variety. average faces girl is fine, but make it realistic. not looks like blocky 3d faces (in skyrim). and with that blocky face, its impossible to create beautiful female. i want it for my toon and follower.



i hate fallout 4 female faces...not realistic enough..no variety enough..the preset faces is not my taste



I like oblivion faces. the female emperial can be edited to look attractive. idk why skyrim/fallout 4 downgrade the character creation system

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Nicholas
 
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Post » Fri Mar 25, 2016 1:54 am

I first first posted this in a separate, now locked thread.


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Genocidal Cry
 
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Post » Fri Mar 25, 2016 6:59 am

I would like to see dragons in the next game, but I think they should be relegated to extremely rare random encounters (like a 1% chance of spawning after a certain PC level) with maybe 2 or 3 living in a cave or up on a mountain somewhere. Also they need to be crazy powerful like you stated.
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Kevin S
 
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Post » Fri Mar 25, 2016 11:41 am

agreed though I dont share the other posters opinion about dragons being disappinting I thought they were fantastic.
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stevie trent
 
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Post » Fri Mar 25, 2016 10:23 am

They were fantastic first few times, but they just lost all mysticism by spawning all over the place, there were just too many of them, again they became just another spawn, and sometimes even generic creatures like Falmer could pose bigger threat to the player so dragons were less then they could have been, IMO only way to meet a dragon should be to seek one out via special quests and then player should really gear himself up or else he should be taken out in a heartbeat.

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brian adkins
 
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Post » Fri Mar 25, 2016 1:00 am

I found the dragon priests to be very tough, and rare enough to make them interesting.

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Enny Labinjo
 
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Post » Fri Mar 25, 2016 1:10 pm

Yeah I was fine with them also. Guess I should've put that in that post, lol
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Charlotte Buckley
 
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Post » Fri Mar 25, 2016 1:12 am

My only complaint about Dragons was how many of them there were. They definately had a spawning-problem in game, and one of the few mods I consider essential to Skyrim addresses that problem. Overall, I thought they were handled well. Or, at least, as well as could be expected. Some more diverse behaviour could have been nice, some wing attacks, raking swoops, more shouts etc, but they were handled far better, and made for more exciting engagements, than other games with a multiple of Dragons.


The simple fact is, the more of something you have in a game, the more mundane and less exciting it becomes. You can maintain that excitement two, three, even 5 times, but it's GOING to get stale. This is true of any game, and of any enemy. Dragons in Dragon Age, Divinity, D&D, Warcraft... They're amazing the first few times. Then they become habit.


Limiting Dragons to a few set locations, and not having them respawn, could be a way to keep them interesting in future games... It ideally I'd rather they're treated like full on NPCs than just powerful exotic enemies.
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teeny
 
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Post » Thu Mar 24, 2016 11:19 pm

Quick opinion on everything thats been said.



Beth still really needs to hire more people to help out even if Todd Howard may be uncomfortable, It's part of running a business and he can always delegate, if other studios can do it so can Beth. Someone brought up Assassins Creed and while it was very repetitive that's also cause they made a new one every year and had different studios making games for it at the same time. Even then they still added huge awesome features like Black Flags naval combat (which is something Beth should look into.) They just need more manpower because each game just feels smaller and less impressive. Animations were brought up also which I believe is one of Beth's hugest problems is all their animations stink. Fallout 4 was a bit better but compared to other games was still really bad.



Weapon degradation really should make a comeback to the series. I hated it in Oblivion but that's because it was done poorly. Make it more like WoW or TW3 where 1 it takes longer to degrade things and 2 they never break but just get less effective.



As far as Dragons though they were really disappointing and really just annoying to fight. The battles weren't interesting it was just try not to die while they breath fire from the sky and when they land hack and slash like the rest of the game. Compare that to the Witchers "Dragon/Griffyn Combat" which was a lot more interesting where you could actually dodge their attacks and knock them out of the sky. In Skyrim there was almost no way to kill a dragon or really any enemy way higher level than you without cheesing the fight but in the Witcher you can win fights with enough skill and patience (also some cheese if you choose). One thing I think Tes needs is more interesting combat with a whole new system and especially bosses.

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casey macmillan
 
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Post » Fri Mar 25, 2016 10:48 am

Not a big fan of dragons actually. The fighting mechanic was super clunky and didn't really fit the story.


Grab and drop mechanic was just scripted BS that doesn't affect player at all.


Certainly not a big fan of thu'um associated with it either. At best, it only annoyed me when enemies shout at me, knocking me back for sake of wasting time. I couldn't even feel the damage either direction, but it annoyed the hell out of me that this dragonborn was just as vulnerable to Fus doooh da as rest of mortals even though the story is telling you otherwise.



This is what happens when you make the player (supposedly) super human. Since the game is about poking around the sand box however you want, and the game needs to somehow provide the challenge, your (supposedly) super power needs to be nerfed to the point of being useless. And since the main enemy (dragons) are also scaled to that, they're relatively weak despite that it's supposed to be nearly impossible to kill by mortal means in story.


In order to maintain the freedom and challenge, player has to be regular human (like in Oblivion) or some chosen one that grows (MW).




I seriously don't have any interest in seeing dragons again, at least not the way they were in Skyrim. And why bother re using them instead of making cooler enemies? Depends on the location, you can have all sort of other cool enemies. TES has rich deep lore, and there are ton of potential for something new and fun. Remember how Oblivion had Ayleid ruins then Skyrim Dwemers? Why settle for recycles when you can just create something new out of thin air?

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Wayland Neace
 
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Post » Fri Mar 25, 2016 6:11 am

BTW, I hear Beth is indeed expanding. Heard from some Youtube channel that focuses on gaming news. Wasn't paying attention to who it was sadly.

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bimsy
 
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