Official: Beyond Skyrim TES VI #78

Post » Wed Apr 13, 2016 6:01 pm


I still feel they really need to step up their writing game as well. I know they can't go as deep into it as the Witcher as it has a predefined character but they can still do much much better. If they can create an amazingly large an unique world AND fill it with well written stories and quest then that's an A++. If they manage to bring back a lot of the lacking rpg aspects and fix/refine the games mechanics then it could be an A++++ game.

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Eileen Müller
 
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Post » Thu Apr 14, 2016 4:12 am

I will be shocked if the settlement system from Fallout4 doesn't show up in some form or another in the next TES.
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Ernesto Salinas
 
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Post » Thu Apr 14, 2016 3:35 am

Agreed. I think the primary focus should be on the world, followed by character elements (those tools that allow us to experience said world) but that doesn't mean resting on your laurels (or lack there of) when it comes to writing is necessarily good either.






Anyway... the whole 'Generic NPC' thing...




Spoiler


So, what i've been working with are the 3 criteria i talked about... Persistence, Interactivity and Purpose.



For Persistence, it's not actually that difficult to deal with. The main issue with Bethesda games in that regard is the lack of residential space, but they have yet to explore either boarding houses or apartments... Both of which have existed in the real world since at least the Middle Kingdom Egypt. Adding some more massed residences, particularly for what basically amounts to filler, could easily accommodate dozens of generic NPCs.



Purpose is another easy enough solution... As i said, it's a good foundation to work on expanding Radiant Ai, generating schedules for NPCs who don't necessarily have complex lives or relationships. You can still accomplish far more atmosphere and depth individually than anything we've seen in games like Wild Hunt, but you aren't looking at the awkward conversations and interactions of Oblivion.



Interaction is where things get a little more sketchy... I for one cannot stand the totally uninteractive NPCs in games like Wild Hunt, Inquisition, even Sword Coat Legends... but i don't have an answer as to what's 'Enough' when it comes to interactivity... What i've been working with is;




Spoiler


Generic NPC's basically have 6 things to say.


A Greeting

4 Dialogue Options

  1. What's Your Story - Where they live and what they do

  2. Whose important around here - A quick and easy explanation for the local political and community leaders

  3. Anything to see around here - Rundown of landmarks, organizations or special locations

  4. Goodbye - Self explanatory

If you have 5 basic jobs (Farmer, Labourer, Clerk, Serf, 'Market') and 4 sides of town (north, south, east, west) then 1 could have as many as 20 different variations for 9 lines of dialogue... 2 and 3, then, would have a variation for each major city (i've only considered this sort of generic NPC in major cities).



The first calculations i did were with a hypothetical 20 voice actors. Working out total lines of dialogue, assuming unique sets for each race, you'd be looking at 4200 lines for 4000 possible random NPCs. Which doesn't sound great at first, but those same NPCs, each with unique dialogue in the above model, would be over 20,000 lines.



That said, the number start to shift when you start adding variables... Doubling the variable responses (IE 2 slightly different responses for each option) brings you to 8400 lines for 256,000 NPCs. if you have 4 variables, you're looking at about 17,000 lines of Dialogue for more than a MILLION possible filler NPCs.



Which is just silly. So i recalculated with only 6 Actors (3 Male, 3 Female) and for 4 Variables you're looking at around 5000 lines of Dialogue (less than 5% of Fallout 4's total list) for almost 123,000 potential random NPCs.



So, we're talking Daggerfall level of filler here.






There are problems with this volume, however. First, this system has no mechanism for Disposition. So you'd need to have a mechanism in place to distinguish these random NPCs from 'People' otherwise you're just looping players into talking to everyone to figure out whose filler, and who is worth talking to more often than the first time in town. Second, even though we're talking what amounts to a minimal amount of lines per actor (less than 100) you're still committing thousands of lines of dialogue to what basically amounts to background. Third... None of these NPCs really have any sort of character... They're good for atmosphere, and would definitely be superior to 'Settler'... but the core lack of identity still persists.



Funnily enough though, with this potential volume of chaff, you could practically make every developed NPC Protected, and it would still SEEM like a far smaller body of Protected or Essential NPCs than in Oblivion or Skyrim by simple merit of the massive body of replaceable NPCs.






What the absolute eff formatting... grumble...

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Adriana Lenzo
 
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Post » Wed Apr 13, 2016 9:13 pm

Responding to your ideas in spoiler tags:

1. We have seen some advancements towards this with things like the bunkhouse in Riften, so I think perhaps they are working towards what you are talking about with apartment buildings/tenements and what not.

2. I definitely agree, all NPCs need to have a reason for existing in the game world. Jobs and schedules help with this.

3. I think this is very do-able. I don't like NPCs that are generic "'XSettlementX' Settler/citizen" with no dialogue options. I think that idea is the next logical step in fleshing out "generic" NPCs.
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Nancy RIP
 
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Post » Wed Apr 13, 2016 2:53 pm


I doubt that.



The Empire has been in a progressive decline since Arena. The loss of Skyrim and another Emperor would fulfill the quota for this cycle.

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Spencey!
 
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Post » Thu Apr 14, 2016 1:08 am

As we all know Beth usually shows a bit of some mechanics that they always improve in the next game. So,being able to "tame" beasts in the next Fallout 4 dlc...would that mean that maybe in the next TES we will be able to tame beasts to fight at our side,mount...etc? In Skyrim we had a bit with the "Dragon tame"...now this Fallout 4 thing...a logical evolution would be to improve that aspect too.
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Ben sutton
 
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Post » Wed Apr 13, 2016 9:35 pm



I agree, I've always thought an 'official' Stormcloack victory will be written into future games. We are seeing the crumbling of the Empire and the loss of Skyrim just continues that.
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Roisan Sweeney
 
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Post » Wed Apr 13, 2016 6:36 pm


I don't see them outright canonizing the Stormcloak outcome since it will go against the decisions of certain players.



What I can see happening is the Legion withdrawing from Skyrim following the assassination of Mede II.



From there, one of two things can happen:



  1. Solitude surrenders and swears fealty to Ulfric without bloodshed.

  2. The Empire and the Stormcloaks sign a treaty wherein the latter gains Haafingar yet the City of Solitude remains under the control of the Empire as an overseas territory.

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Sara Lee
 
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Post » Wed Apr 13, 2016 1:43 pm

Or the Empire sends in a new stronger fighting force to prove it's strength while everything Ulfric built comes crashing down on him because of his incompetence. If a stormcloak victory does happen it won't be a glorious golden age of nordic superiority like Ulfric wants it to be, it'll be a gigantic mess that most likely destroys skyrim.

If the Stormcloaks do take skyrim here is what's most likely going to happen


Spoiler

1. Empire looking to prove it's still strong even after Mede II's death sends in a new fighting force
2. Due to heavy discrimination and neglect without so much as Ulfric hearing their complaints the Dunmer and Argonians raise up in revolt in Windhelm (Don't use the BS of "well he was fighting a war!" The war was a year old when the events of TES5 start, these aren't problems that suddenly happened these are problems that have a history behind them)
3. Due to tensions between the corrupt guards of Whiterun who are actively stealing from the Battle-born and causing trouble with local imperial-owned businesses and constantly ruining the local tavern the people rise up in protest
4. Due to the incompetency of Skald's rulership over Dawnstar leads to protests with little resistance due to Skald sending his men to die for the stormcloaks
5. Due to Markarth now being ruled by a literal genocidal slaver who frames people to create a slave-workforce and with either a figure to rally behind or a martyr the Reachmen population and the Forsworn become more rebellious and due to the stretched forces of the stormcloaks who must deal with the rising bandit population caused by Ulfric's rebellion leaves Markarth vulnerable.

This is all ignoring the fact that Ulfric has no allies, no supporters outside his incompetent or oppressive Jarls.



Like I don't see it ending easily for skyrim, we see numerous problems in game with the stormcloaks taking over and the Empire losing their emperor and solitude doesn't mean the war is over, if anything they would push harder to prove their still strong and the royal family still has power. There is already a force building behind Pale Pass and given Ulfric barely had the strength to fight back against a minor percent of the Legion that fighting force who wouldn't be war-weary or poorly equipped like the Stormcloaks and seeing as the Empire still has supporters in Skyrim it wouldn't be a "rallying call for all Nords, regardless of feelings about the dispute, to fight against an invader" it would be Skyrim is split in two again.
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Jessica Lloyd
 
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Post » Wed Apr 13, 2016 12:58 pm


Ah yes, your favorite piece of speculation regarding the Legion force lurking behind the Jeralls waiting to retake Skyrim in the event of a Stormcloak victory returns.



This is where I point out that:



A. There is no time table available to determine when the Empire is going to invade. Therefore, the Stormcloaks could have strengthened their presence along the southern borders in the meantime.



B. The Pale Pass is the only land route into Skyrim from Cyrodiil. It also happens to be an easily defendible mountain pass. The Empire's supposedly greater numbers would count for nought if they can't get through.



C. If the Imperial leadership is foolish enough to antagonize a potential ally while the true lies at the gates, then frankly, the Empire is too stupid to exist.



The rest of your points regarding internal issues are nothing more than overly-pessimistic speculations that can apply tenfold to the Empire.

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I’m my own
 
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Post » Wed Apr 13, 2016 10:48 pm


Except the Stormcloaks have already shown themselves to be too stupid to consider a wider perspective, and would likely reject any alliance out of spite.






The Stormcloaks have far more internal issues that haven't been tested. And that's part of their inherent problem. The Empire, we know, can actually run with it's internal problem. Skyrim has a tendency to tear its self apart under similar issues. It's not just the incompetency of certain Jarls, we know of at least one hold (Winterhold) who only supports him for the sake of sovereignty. Riften is also under the control of Maven regardless of which side you pick (one just sits her on the actual throne). AND there's the fact that the Thalmor could instantly discredit Ulfric and have him branded a traitor and a spy.



Even if they Empire didn't try to retake an independent Skyrim, it wouldn't be contributing crap to a continued conflict against the Dominion. The only people who win with the Stormcloaks are the Thalmor. Which may be the direction the story goes, but it certainly doesn't mean that the Nords are going to be better off under Ulfric the Idiot Hypocrite than the Empire.




But this isn't an Empire-vs-Stormcloak thread...






I've actually been playing around with the idea of having a more interactive and dynamic 'Livestock' system... even Minecraft allows you to breed animals with different stats, and if we see a further refinement of settlement and management, it may be an area to expand into. Being able to breed better combat pets, or faster horses, or stronger pack animals, or just shelling out cash to buy higher level ones.

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Tinkerbells
 
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Post » Wed Apr 13, 2016 9:04 pm

The Empire antagonizing a potential ally? The Stormcloaks straight up say they hate the Empire,

Spoiler
Ulfric laments that he doesn't have the power to kill the Emperor himself if the Emperor is in Solitude during the Siege of Solitude, Ulfric ruins the one act of good faith between the Stormcloaks and the Empire by slaughtering Tullius. This is also ignoring the fact that Amaund Motierre was already planning on framing the Stormcloaks for the assassination of Titus Mede II, what makes you think that if he still is alive given he is cautious enough to use a body double once he wouldn't do it a second time and frame the Stormcloaks for the assassination of Titus Mede II on the stormcloaks?

The Emperor's death can be used as an effective rallying call to put the boot down on the Stormcloaks harder, hurt any relations they could possibly build by painting Ulfric not only as a king-slayer but so low to use the Dark Brotherhood to assassinate the Emperor. If anything all this points to using the Stormcloaks as a scapegoat to build up strength in the Empire



Like this isn't just speculation or anything, this is straight up using evidence in game. Honestly I wouldn't be surprised if we see a more united Empire next game rather than a fractured one.

Anyway yea, we need to not turn this into a debate and focus on the topic of the thread.
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Scotties Hottie
 
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Post » Wed Apr 13, 2016 1:57 pm

very true.. the fact is, the way Ulfric decided to do things, in a scenario he is victor he has just declared himself and his land an enemy of the empire.. just as big of an enemy as the Dominion is (possibly more so actually).



if a separatist group in the state of Alaska just murdered the US president, their governor, the areas senior military officer, and said "screw you, were on our own now!", do you really think the US's response would be "okay sure.. but hey, want to give us a hand with the whole ISIS thing?"..



if Ulfric had tried to gain independence via diplomacy, maybe there would have been a chance for an alliance.. but the fact is, when you gain your independence through a military and political coup, you are declaring yourself and your followers enemies of the nation you were part of..

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Phoenix Draven
 
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Post » Wed Apr 13, 2016 9:47 pm

The civil war ending is open ended enough that whoever the actual victor was in your game is ultimately moot. Ulfric and Tullius are likely dead as disco no matter what happens, and unless the next game is Great War 2 in Elsweyr, both sides are going to be nonexistent. From the sounds of it, Imperial presence barely exists in High Rock if Ulfric thinks openly asking for aid is a good idea, and High Rock is barely consistent with its opinion on anything to begin with.


Personally, I expect Cyrodiil to be in hot water, because drama first and foremost. I'd be surprised if there's even a emperor in TES VI, depending when it takes place compared to Skyrim. I'm okay with that personally, if nothing else because I'm bored with empires.
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Eliza Potter
 
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Post » Thu Apr 14, 2016 1:02 am

  • Dynamic enemies
    • Enemies that you can face again and again if you don't kill them or if they escape. This would result in the enemies getting stronger, wearing better armor, rolling with stronger brigands, or even surviving long enough to make their own faction.


  • Custom Clothes and Armor.
    • I wish I had pictures for this, but I'll explain it my best:

      Basically adding tailorship to the game to unlock certain clothing patterns and allowing players to select and mix patterns and colors to make more colorful and different exotic clothing in the game.

    • Along with this it would add a new aspect to talking with people, compliments or insults based on outfits, and even getting to see random NPCs run around wearing some of the clothes you sold earlier.

    • Edit: The advanced tailorship in the game would also allow beggars to ask for clothes and a high enough skill would allow you to talk people into wearing nicer clothes.

    • With armor it comes down to 2 new aspects.
      • Armor would now require certain tailored parts to be crafted, such as tunics, coats, scarfs, hoods, and even legs and boots. making it necessary to build your armor on top of certain clothes the way they would in real life.

      • Plating Styles: let's face it, The elves cant have only had moonstone, they must have had leather and iron armor too in their kingdom, same with orcs and dwemmer. Plating styles would allow you to make different armors according to different styles. making it possible to have elven leather armor, or moonstone orcish armor. the plating styles would determine whether or not armor is light or heavy.
        • If you have glass armor in an orcish plate the armor would probably be Medium weight because of the light materials making the heavy armor.

        • If you have Ebony armor with an Elvish plate the armor would still be havey because of the material, but would be lighter than a normal set of ebony armor.


      • Certain clothes would also be able to be worn over armor, such as coats or mantles. allowing a more free style custom look.

      • disassembling older clothes or found clothes to use certain textures and patterns in a new clothing design or making a killer mantle for your armor.


    • Armor Enchantments for clothing to go with this.
      • Adding a new form of enchanter to the world allowing players to take their favorite armor and set of clothes and imbued them together. This would allow the character to walk around in their normal clothes, but when attacked or if they draw their weapon their armor appears. these enchantments would practically allow players to walk into certain areas where armor isn't allowed and still have their player scott free because of the magical appearance. Meaning the armor is practically an invisible layer over the clothes until attacked or unsheathing your weapon. then when the battle is over and your weapon is sheathed the appearance goes back to normal.


    • Other Racial Armors:
      • Simple, The Khajiit, Argonians, Orcs, Redgaurd, and other races probably have their own styles and kinds of armors as well. Adding new armor styles as well as making their plate styles available to crafting newer and more advances versions of the armors would make the game a lot more interesting.



  • Races:
    • I for one am a big fan of the Khajiit, and I would love to see The other variants included in a game. And not just the Khajiit, but the Great Ape race too. Not necessarily adding all the variants as playable characters, but allowing more diversity and changing the overall feel.

    • the Great ape race has never been included in the games so far, but they are also from Valenwood and are in great agreement with the Aldmeri Dominion. I believe it would add a new aspect to have Them appear in a game and probably leave some players confused and excited.

    • Return of the Dwemer? Seeing as how all the sciencey stuff in Elder scrolls revolves around the dwemer, perhaps they could make a return in a game to come. I have a few theories on what happened to them as do many others. But Having them return to find their cities in ruins and their lands taken over by Nords, imperials, Dunmer, and Redgaurd could make an interesting new war for the series to follow and create new sorts of chaos and factions. and if we face some of the facts, many dwemer ruins are still hidden and have closed off sections that only the dwemer could access. allowing newer dungeons and locations to be explored.


  • Lower and Random Factions
    • Other groups of bandits, Reavers, Brigands, and pirates. These groups can fight one another and some may be based on one race alone.

    • Single race factions and randomly generated Faction armors based on the custom armor setting would allow players to see what happens when two groups of bandits, or even a group like the companions or the fighters guilds fight one another. Nowhere is safe

    • The fighters guild, and the companions are probably not the only factions out there for peace and justice. Other factions emerging from survivors of battles, or what happens when you give some random NPC the motivation after a mission to go off and create their own group.

    • This would make battle fields common everywhere and more lootable bodies. The would also make use of old ruins better, and factions may even spread out to other locations.


  • Children: If we face it, there are more than just Nord children running around, and Braith in Whiterun looks nothing like her parents. Adding more variety, and more styled clothes based on the races as well as allowing some kids, in special cases, to die from certain encounters. such as serial killers, and random vampire attacks.
    • Attitude and personality. Not just the kids but the advlts too would run around with a bit more spark, and maybe even walk different than others. also allowing you to choose and change how your character can walk to change and manipulate different dialogues. An Example would be not getting insulted when you walk into Radiant Raiment because you can make your player walk like a noble while wearing, more stylish clothing.


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El Goose
 
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Post » Wed Apr 13, 2016 7:39 pm

First off, based on your post count, i'm not sure if you've been welcomed properly to these Forums...



http://images.akamai.steamusercontent.com/ugc/509199713966248809/0F5AF3EEE1F945B23893C1B6E78DDB45573C988D/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268:268&composite-to=*,*%7C268:268&background-color=black





They had this in Shadow of Mordor... and frankly, i didn't think it was a strong enough feature to really build the game around like they tried to... It could be interesting in the future, but managing the number of dynamic variables, particularly in a more open and varied-approach game like TES.







We had a bit of a discussion on Armour http://www.gamesas.com/topic/1587804-official-beyond-skyrim-tes-vi-71/page-6 that you may want to check out. I think we actually talk about some of the points you raise. It's worth noting that I support the idea of getting rid of the Light-Medium-Heavy dynamic entirely, which would really facilitate something like the sort of diverse crafting and customization that you (and I, for that matter) seem to want to move towards.



I've got some rather extensive thoughts about Enchanting in general that i'm saving for a later conversation, depending on the commitment to a discussion on Enchanting... Overall, I'd like to see it and Alchemy developed into more functioning Crafting system rather than the largely one dimensional things they are now, but again, discussion for another time.






This is probably the only thing I would say I actually disagree with... Like with the Akaviri Races, i think adding to the current list isn't the best idea. We're talking rather small, isolated or rare racial groups, or in the case of the Dwemer outright extinct (even if he's alive, Yagrum is has zero reproductive potential, leaving his race extinct). The Playable races, on the other hand, represent populations that can be reasonably expected to be found in every province, as well as representing major political and social forces on the face of Tamriel.



The Khajiit are something of a special case... And i would like to see some more representation, at least of their more 'generic' variants, but that does represent something of a significant effort, since many would require entirely unique animations and skeletons. It's something i'd like to see, but i think the work may be better served elsewhere.






This is mostly a scaling thing. With the worlds so heavily scaled, as they are, it's harder to populate it with a more authentic number of factions. Earlier we were talking about ways to increase the number of 'Generic' NPCs without resorting to the Cardboard-Cutout problem of The Witcher 3, so it may be possible to get back in line with Daggerfall sometime, which would definitely make these things far more viable.






Agreed. They've been improving in this regard, but there's always room for more.




In terms of highlighting family relationships, though... GTA5's character generator did this to some degree... But, i've been following Chronicles of Elyria a bit lately, and they seem to be taking it far more to heart... It may be something to keep an eye on...

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Dan Scott
 
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Post » Wed Apr 13, 2016 10:46 pm

Not much to say. I am just suggesting for elder scrolls 6 that Bethesda should bring back the arena from oblivion. I know elder scrolls 6 might not come out in years to come but I was eager to suggest thus.
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Tania Bunic
 
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Post » Thu Apr 14, 2016 3:08 am


Welcome. As per the tradition, have a http://images.akamai.steamusercontent.com/ugc/509199713966248809/0F5AF3EEE1F945B23893C1B6E78DDB45573C988D/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C268:268&composite-to=*,*%7C268:268&background-color=black.



It's definitely a personal taste thing... but i thought the Arena was the worst designed, biggest waste of time in the series. The armour looks absolutely ridiculous (though most of Oblivion's design was that) it's questline took all of 20 minutes (and people complain about Skyrim having bad questlines) and the entire thing just felt like a hack job to get it in there for the sake of a tribute to the original game-concept for Arena.



I wouldn't mind if it returned in some capacity (though i probably wouldn't do it more than once, just to see what it's like) but if it's anything like Oblivion's Arena, it's probably a waste of time and effort.

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saharen beauty
 
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Post » Wed Apr 13, 2016 2:00 pm

I'd like an Arena back but if they do bring it back I want a storyline to come with it, like look at how Jade Empire did it's arena. That's what I want, I want a story mixed in with fighting not just fight after fight after fight.

I'd also like to see an Arena fleshed out. A bar and place to get food, a fight schedule, having the combatants not die, living and training quarters for all the teams, a storage area with stuff like props for plays and caged animals, actual plays going on on days where fights aren't held, a manager's office and hell, the ability to become the owner of the Arena and choose to be a proud warrior honoring the sport or a corrupt crimeboss using the Arena as a front.
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мistrєss
 
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Post » Wed Apr 13, 2016 6:46 pm


They don't really work in TES. They were able to be done in SoM because when you were killed you never died because of being connected with the wraith. In TES if you die you die and reload and try again. They coud do something where if you didn't kill a named enemy in one quest when you run into them again they'd be a higher level and more powerful in a later quest. It's not impossible would just have to be done on a smaller scale.






Tailoring is a big yes and the other stuff seems okay but superfluous. would also like to see a Leatherworking skill.


Requiring more parts would be okay I guess as long as they're easily available for purchase so you don't have to take both tailoring and smithing.


Different plating style makes sense but I think it works better making it an aesthetic thing than making it affect weight.


Armor layering would be great just need to find a way to balance it with enchanting.


Disassembling is also something that should be in the game but just as a way to get some materials and not learning.


The armor enchanting thing doesn't sound like to great of an idea plus we already sort of have that with Mage armor spells and Bound armor if they return that.


Other racial armors should totally be a thing like it is in TES:O






Agree with all this. Would like to see more khajiit types be playable as well as just in the game, it's absolutely mandatory if it's in elsweyr or any AD location. The Impa//Great Apes shouldn't be playable but if in the right location would make awesome NPCs. and the Return of the Dwemer in a small way would be cool. Maybe another random Dwemer is found somehow. Just a little more about them would be cool.




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Stephani Silva
 
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Post » Wed Apr 13, 2016 7:57 pm

Ok, this is slightly off topic (or, rather, more pertaining to the previous topic) but I just had something of a brainstorm and wanted to throw this out there before I forget...


I was thinking about Techniques and Jackal's version of the idea, and whether or not it would allow you to facilitate the 1-handed and 2-handed idea instead of necessitating the Blade-Axe-Blunt model (I think it can, but that's for another time). Working with this idea, however, unbalanced the Paradigms, leaving Warrior with at least 1 (2 if using the expanded lists I have) less Skill.


So, I got to thinking. Speechcraft, as a Thief Skill, is focused on basically talking people into, or out of stuff they aren't normally willing to do. In the disposition system I mentioned earlier, it's primary use would be to bypass Disposition-Locks on topics, so people who may not like or trust you can still be convinced to give you information.


The Magical solution to this problem wouldn't be Mind Control, but rather Illusion Spells that make people like you more, temporarily.


But then, where does that leave the Warrior Paradigm. The philosophy I work with behind it is that it's direct, confrontational and relies on endurance and physicality to overcome obsticles. So how does that mentality deal with the same issue? Well, through threats and intimidation, mostly.


But just like Speechcraft is more than just persuasion (it also covers mercantilism and Command) Intimidation it's self isn't enough for a skill on its own. What makes someone intimidating? Presence, confidence and self assurance. But these things can also bolster those around ones self.


So, to fill the gap, I came up with a Presence Skill. It would govern intimidation checks (which in the model I will propose will be far more common) how much ones presence reassures those around them (maybe even working into a Fight or Flight system for NPCs).
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Laura Samson
 
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Post » Wed Apr 13, 2016 7:58 pm

I like the idea of intimidating being separated from speech as speech is more for persuading through charm or deceit and intimidation is a warrior thing. Having it be a skill itself though seems kind odd.

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T. tacks Rims
 
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Post » Wed Apr 13, 2016 9:23 pm

Don't look at it as only an Intimidation skill, look at it more as a measure of your overall presence (hence the name). One of it's more active roles would be to Intimidate as a Dialogue Option, but it would also influence aggro ranges of enemies, whether or not wounded enemies stand, surrender or flee, the 'Bravery' of companions etc.



The only issue i have with the concept is increasing it. Having Intimidation as the ONLY way to increase it is... not good. Relying on RNGsus to increase it through successful random effects like Surrender is also not a good approach.



It could potentially tie into battle-field commands and interactions, being able to bully-down enemies and force them to surrender, or successfully identifying high Presence Skill enemies and taking them out to 'demoralise' the weaker enemies, both of which would fit with the mentality of the Warrior Paradigm (direct confrontation) but that's sort of relying on Player Skill to otherwise impact and drive passive skill effects...

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Nathan Barker
 
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Post » Wed Apr 13, 2016 1:27 pm

I'm not sure "Presence" is really skill material. In my mind, you don't specifically train your presence by using presence. You gain presence based on other factors... your ability to talk with confidence (speechcraft), and walk/act in confidence (the skill in the things you have equipped, which includes magic, or perhaps some kind of bluff ability that can make people think you have a bit more skill with what you're equipped in than you actually do, which would also covered unarmored characters).

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Emma louise Wendelk
 
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Joined: Sat Dec 09, 2006 9:31 pm

Post » Thu Apr 14, 2016 5:01 am


That's a fair assessment. Maybe i should look at the Daggerfall Skill lists to see if i can scrounge up a solution...



Though, handling the wider range of actions offered by such a Skill becomes somewhat more problematic in a less focused system.

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Harry-James Payne
 
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