Official Ideas and Suggestions topic # 2

Post » Sat May 28, 2011 3:15 am

Quick question to everybody, & please note I'm just canvassing opinions at the moment.

How do you feel about a shop in Skyrim in which you can deposit items you've found, which are then stored in the games memory & can be collected by another character on the same system?

eg Your giant axe-weilding orc beserker finds a randomly dropped amulet that gives +10 to sneak. No use for that character, so you can give it to this store, load up your sneaky thief character, go to the shop & then buy the sneak amulet... Of course, it would make sence if there were restrictions, like it couldnt be done with unique or legendary items...

A similar system was used in Titans Quest & I rather appreciated its inclusion. Made it feel like each of my characters actually co-existed in the world, rather than being something akin to parrallel universes.

I'm not asking about the techinical feasabililty of this inclusion, just weather or not you'd like the option.
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Klaire
 
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Post » Sat May 28, 2011 3:31 am

I think the intro of the game should start you off in Bruma (Cyrodii) talking to the Countess about you quest then you're off to Skyrim.
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Kortniie Dumont
 
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Post » Sat May 28, 2011 4:33 am

ALCHEMY!!!!!!!!!!!!!!!!!

I'd love making poison and rub it on my arrows ... not a bow (like in oblivion... - c'mon!!?) i would love to prepare hundreds of poisonous arrows quietly at my home.. well.. i hope you see the point :)
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Quick Draw
 
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Post » Sat May 28, 2011 9:58 am

-I'd like it if there were more realistic occupant/house size ratios. In Oblivion, people were living by themselves in huge houses. Didn't make much sense. Maybe some apartment buildings or boarding houses (With safe storage)

-Have sleeping give a temporary "Well Rested" attribute bonus like in Fallout 3. Also, make the size of the bonus dependent on the quality of the bed. That dingy mattress in the alleyway will hardly do anything, but the silk-sheeted bed of the Grand Poo-bah of Snobbyness will give a HUGE bonus. This would also add a point to renting beds at nicer hotels and inns.

-Increase the value of clothing and clutter items. Seriously, thieves got SCREWED in Oblivion. Everything costed 5 coins. Remember back in Morrowind, where some silverware and expensive clothes earned you enough cash to buy that new piece of armor?

-No psychic guards. Self-explanatory

-Portable bedrolls. I think enough Morrowind and Oblivion mods have been made to drive home the point that we need these.

-Have each piece of armor have 2 or 3 different looks. This decreases the "clone-trooper" effect that we had.

-Have Alchemy work like in World of Warcraft. There are easy recipes for things like Minor Restore Health, but after a while, you stop gaining experience for them. Then you can start recipes for the midway potions, and eventually things like Super Restore Strength. This means that you can no longer max out Alchemy by hoarding ingredients and spamming the "create" button.
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Trista Jim
 
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Post » Fri May 27, 2011 10:25 pm

SKILLS, OR MAIN CHARACTERISTICS ABOVE 100 !!!!!!!!!

i agree, that bottom line is 100, but if i have a magic ring, ..like +10 to heavy armour.. i would like to really sea, that it is 110.. and it works like 110.. armour becomes more effective.. it has more defense points .. (i think in morrowind was something like that.. oblivion had too many restrictions... and some of them was not good ones ..) in oblivion all that stuff didn't work at all if you reach level 100.. very very sad :(

and these signs, you were born under .. so if mine is warrior, witch gives me +10 strength.. so my maximum strength should be 110.. not 100.. like others :( - no bonus in the end.. what so ever

and intelligence in alchemy .. i'll talk about oblivion .. if i somehow manage to rise my intelligence to 150.. its no different if it was 100.. potions all are the same .. so why to bother raising it? i would really love to see all that stuff working ..
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Jonathan Braz
 
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Post » Sat May 28, 2011 6:54 am

BETTER COMBAT SYSTEM?

you could learn some moves, combinations .. that could kill opponent with one ... well.. stab in the heart :) and the defence should/could be more complex to .. better dodging .. learning to escape these deadly moves .. one hit kills should be very difficult and rare .. but the possibility... well.. it would be awsome :)
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Adam Kriner
 
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Post » Fri May 27, 2011 9:23 pm

I want... Absolutely GIANT glaciers... ones that reach space... and some that have steps to the top... all of them able to be climbed!
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Jesus Sanchez
 
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Post » Sat May 28, 2011 6:50 am

Mine are:
1: A visibility gem a-la Thief series
(a good idea on how to incorporate this into how skilled somebody is at stealth is: If somebody is a novice at stealth, the stealth gem may not appear but once for example the shadow creeper is an apprentice, the gem can only get to a certain level of darkness... but once the thief/assassin is a master at stealth, the visibility gem can become fully dark once the character is in a shadow) hope this makes sense.

2: Some randomized dungeons with associated randomized quests just like Daggerfall had, I feel that this feature would GREATLY add replay value to the game.
(One of the few things I feel I would've liked better in Oblivion is that I was limited to the amount of dungeons that were built into the game and not to mention quests... The modding community did a great job at adding new content but I didn't always enjoy having to search for new dungeons online to plunder before I had the chance to do so)

3: Difficult to achieve guild perks such as: Spellmaking, Unique talents/spells, item enchanting, houses, etc etc etc..
(This will allow a person to thrive for something and add another level of "achievement" to the game which many people crave)

4: A hardcoe mode a-la New Vegas :) I enjoyed how I had to actually "survive" in the game and not only fight monsters

5: An integration of Mass Effect style interaction with important characters, Daggerfall style interaction with generic NPCs and a Fable 2 style reputation system.
(I feel that one of the most important parts of playing a role in an RPG is getting in-game feedback on your character. This will make the many NPCs give actual LIFE to the game rather than feeling like most are there just imaginary people)
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Elena Alina
 
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Post » Fri May 27, 2011 9:14 pm

-Mortal wounding and bleed outs. Not just a insta-death at low health. Injury reactive Ai. Combat is brutal. You'll feel obliged to mercy kill depending on the severity of the wounds.

-AI being able to JUMP and climb where you can. No more exploiting ranged attacks.

-Rivers with a strong current and maybe a new way to travel by portage. Or float down on some smashed raft/log/wooden object.

-Beasts that can swallow you whole on land and in water.

-scary things in the shadows ( glowing eyes circling you in the dark outside your torchlight), creatures that hunt and stalk prey. I want to be surprise attacked and ghosted by some ambushing vile creepy creeps at night.\

-Ai has a sense of self preservation and will run and hide, cower ,plee or submit and even follow ( even some beasts ) Interesting way to get pets/ mounts.

-environmental hazards hypothermia, avalanches, earthquakes, wind storms with 200 ft trees sometimes snapping or up rooting, caves that flood with dangerous currents.

-Birds! :spotted owl: And flying enemies that actually have vertical abilities.

->> immersion <<

edit: and More cowbell!
\/Vvvv\v/
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Dean Brown
 
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Post » Sat May 28, 2011 5:35 am

I want a cowbell and when I wear it and walk around everyone stares at me, bandits come running from a distance to stab me... animals avoid me... get creative with it!
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roxxii lenaghan
 
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Post » Sat May 28, 2011 10:31 am

What if they worked birthsigns more into the game. Like a pendant of your ingame birthsign that's quested for. And the birthsigns come around on a lunar cycle, they can be highlighted by blue stars in the sky and if you just happen to catch your birthsign by holding up your pendant to the sky, you gain a 24 hour attribute bonus.
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Cathrine Jack
 
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Post » Fri May 27, 2011 11:01 pm

  • No level scaling (Use a large map and creature variations)
  • Weather impact on game (Anyone tried using a bow in a storm?)
  • Better NPC AI (All RPG's should focus on this)
  • Better physics (Make's the world realistic)
  • Drop saving/loading (Check out the solutions in WoW and Torchlight, make something similar for TES)
  • Good items with static locations (Always fun to first read the forums and later go hunt for that sword or whatever)
  • Legendary items place randomly at game creation time (Get hints on their locations during gameplay).

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Lynette Wilson
 
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Post » Fri May 27, 2011 11:42 pm

Doesn't strength already do that? If so then I think what they already have is fine. In any case, I would prefer muscle tone to be determined by strength rather than your skill with an axe or whatnot, makes a lot more sense.


No I mean to see the changes in the character textures, as I become stronger to see my body to get more and more muscles.
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Kate Murrell
 
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Post » Fri May 27, 2011 11:35 pm

hello skyrim's fans,it would be good to include kick and new tricks in unarmed combat!! it would be more realist with more actions because in oblivion it was a little(euphemism)bad
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candice keenan
 
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Post » Sat May 28, 2011 10:38 am

My suggestion would be a "fear" system - similar to reputation with factions. (havent read all so apologies if already mentioned)

When you are level 1 nothing is afraid of you - not even mudcrabs, after you have reached a certain level or killed a certain number of a type of creature the become more wary of you.

After level 10 a rat will not attack you unless it is in a group. If you have killed 300 wolves they run away from you on sight...

Can also work the other way - if you are level 15 and attacking a level 25 Ogre, your hands become sweaty and there is a chance you drop your weapon/lose concentration and fail to cast spell.

Could be tricky if you have to do a quest to get a wolfskin and all the wolves are running away from you though :)

( I guess it just annoys me that mountain lions/wolves/etc keep attacking me when i have lots of magical effects oozing from me, a great big magical sword and a pet clannfear in tow - pretty brave of them)
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Katie Pollard
 
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Post » Sat May 28, 2011 3:10 am

more enchanted items (thousands)

more cloths, armor, weapons, braces, earrings, amulets, shields, bows, Xbows, spears, javelins, throwing weapons, helmets...etc just more more more. Just put morrowind and oblivion items together then add a few hundred more that would be nice.
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GRAEME
 
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Post » Sat May 28, 2011 5:49 am

I never liked the repair system in Morrowind & Oblivion. It just felt weird that you could repair any weapon and armor to its original condition with the use of nothing more than hammers and tongs. Instead, I'd like to see a system where items will eventually be permanently destroyed. I'm thinking something along these lines..

Iron longsword - Condition 1000/1000

After a couple of hours of fighting you see that your sword now has a condition of 580/1000, you return to town and visit a blacksmith who will repair it for you.
When he returns it to you the condition of the sword is 830/830.

Just an idea.
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Niisha
 
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Post » Sat May 28, 2011 5:34 am

BUSKS!!!


I WANT PEOPLE PLAYING MUSIC WHEN I AM IN A TOWN (good music, and it should be possible to mod more songs in_
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kyle pinchen
 
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Post » Fri May 27, 2011 9:45 pm

I never liked the repair system in Morrowind & Oblivion. It just felt weird that you could repair any weapon and armor to its original condition with the use of nothing more than hammers and tongs. Instead, I'd like to see a system where items will eventually be permanently destroyed. I'm thinking something along these lines..

Iron longsword - Condition 1000/1000

After a couple of hours of fighting you see that your sword now has a condition of 580/1000, you return to town and visit a blacksmith who will repair it for you.
When he returns it to you the condition of the sword is 830/830.

Just an idea.


yup do like that idea - price also goes down with condition so it keeps the economy going - you have to buy new stuff.

although maybe once you get more well known your stuff gets a bonus price i.e. this old sword may be useless but it is the sword dovahkiin used to kill the mudcrab that wouldnt stop talking.....

dont know how i would feel about the special weapons (goldbrand etc) becoming useless...
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Yonah
 
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Post » Sat May 28, 2011 2:38 am

My suggestions, including some from others that need to be repeated.

o I would like to see better companions so we can eliminate the "CM Partners" type mods. Assume the possibility that the main character has companions and adjust monsters & quests if companions are detected. The world should react to companions, hopefully only when they are actually there.

o Please do not require an active internet connection during play.

o If an NPC speech pauses so the main character can respond, please have more than one thing the character can say.

o Please do not let your quest writers ever assume that the main character is altruistic and doing a quest for the good of the universe. Don't assume the player's goal is the happy completion the main quest. A roleplaying game can at least offer the illusion that the main character is not 100% aligned with the goals and motives of the quest giver. The main character can be "ambivalent" and in it for the reward. I'd like to see more "what's in it for me" type options.
o While not advocating evil endings to quests, please allow more flexibility for alternate endings in all quests.
o One problem with Oblivion quests is the overall lack of concern about a lazy player. More quests should be like "May the best thief win", where the player can actually fail during a quest. I suggest several randomly generated quests that repeat over time where, if the player does not complete the quest, someone else does. Also, if a quest says that something needs to be done by a certain date or time, it should always hold the player to that. If a meeting is supposed to happen at a certain time, don't have the NPC (example: Glarthir) show up every day until the main character decides to arrive. Please have there be some consequence for not doing a quest in a timely manner, if in fact time matters. If it does not, don't imply it does. Evidently, gro-Khash does not really care if the weapons are delivered to Desolate Mine today, next week, or next month, but he should. If you mix randomly generated quests with Guild/Faction advancement or reputation, where failure results in no advancement and damaged reputation and success leads to the opposite, that would be very cool.
o In line with the above, I suggest that the main quest be harder if the player delays completion or fails. I mean, something should happen if the main character walks off for a month after delivering Martin to Cloud Ruler and takes time to become Guildmaster for the Fighters Guild.

o Character advancement. Due to level lists, the monsters are easy in the Oblivion main quest if the player keeps the main character low level so that all monsters are the weakest from the leveled list. There are some high level daedra that I really really dislike and I have learned that the entire game can be played, and won, at low level. I like advancement during sleep vs immediate advancement. Make the characters sleep, daily, or be penalized. I should not be forced to advance immediately and should not be able to play the whole game at low level by going days or weeks without sleep. Yes, as a player I can choose to sleep daily, but without installing or writing a Mod, there is no benefit for doing so, beds are often scarce, and the bedroll mods are less than optimal.
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carrie roche
 
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Post » Fri May 27, 2011 10:55 pm

Better dungeon tile sets.

In Oblivion I was pretty annoyed by how the supposed Ayleid city ruins weren't even remotely resembling anything liveable (or that was once liveable).
The realism of caves and mines was better, and the forts were OK, but of course, I still hope all tile sets are better suited to what they are supposed to represent.
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m Gardner
 
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Post » Sat May 28, 2011 6:52 am

Taken from my post in a different thread, but I figure it's equally relevant here.

1.) Fast travel.
  • Keep the option for instant fast travel to places you have discovered, but add some more appealing alternative modes of transport, and apply a few slight limitations on the system.
    • Maybe restrict instant fast travel to a set of major waypoints, from which the player could use an alternate method of travelling to finish his journey.
    • Include a chance of "being attacked" while fast travelling, leading to a loss in health and maybe some gold you were carrying.
    • Include a risk of contracting disease while fast travelling.
    • Improve the mount system, add carriages and caravans, add boats and rafts, and other lore-friendly means of transport.


2.) Quest Marker.
  • Modify the system so that you are led to a general search area rather than your precise destination.
  • The size of this search area is determined by the amount of information you have.
    • If the quest giver is very specific, the radius of searching might be as small as 50-100 yards.
    • If the quest giver is vague or unhelpful, you might need to do some extra investigating around town before you even have a search radius on your map at all.
    • The nice thing about this system, apart from the fact that it makes each quest slightly more unique based on how you go abut finding information, is that it demands solid quest writing mechanics. The player can never magically know where something is; he has to be told how to find it, and whatever he is told is what he has to work with.
    • The result is that the quest marker is almost redundant; it becomes an auxiliary tool rather than a necessary crutch for the quest system.

  • Include a more dynamic journal that updates with all relevant information, and allows for player notes.
  • Add a slider to determine the effectiveness of this system.
    • If you set the slider to the lowest setting, the search radius will be as small as possible, making it easy to find your destination (almost as easy as Oblivion).
    • If you set it to the default level, you will not have too hard a time finding things in general, but some extra sleuthing will be required, and you will need to pay a bit more attention when receiving quests.
    • If you set the slider to the max level, you will have to be very perceptive, and investigate quite a bit before finding your destination.


3.) Level Scaling.
  • No scaling outside the main quest, except perhaps occasional random loot (which should be scaled somewhat but not as much as in Oblivion).
    • The main quest should be scaled so that anyone can do it, and so that it is the most straightforward method of naturally leveling up your character.
    • A level 1 character should be able to complete the main quest, and it should be appropriately challenging and appropriately rewarding.
    • A level 40 player should not have too easy a time with the main quest, so it needs to be scaled to some extent. Though I think the level 40 player should have an advantage here, and should also get a reward appropriate for his level.

  • Rather than scaling enemies across the map to the layer's level, there should be a system in place that stays constant throughout the game. It functions like so:
    • The closer one is to a city, the less threatened one will be by wild enemies (i.e. lower frequency of opponents, and lower average level of opponents). Conversely, if one is far away from civilization, one will find stronger enemies and in slightly greater numbers.
    • This can be achieved by a sort of "topographical overlay" on the map, that determines the effective danger level of a zone. The scale could range from 0 to 10, or any other arbitrary scale you want. Cities could be marked a 0 (no threat from wild enemies), lands just outside city walls could be a 1, and so on.
    • Only the deepest forests and caves would be marked 9 or 10, and those lands should only be relatively safe for very experienced players.
    • A level 1 player should be able to "safely" access about 20% of the map. A level 10 player should be able to "safely" access about 50% of the map. A level 20 player should be able to "safely" access about 75% of the map. A level 30 player should be able to "safely access about 90% of the map. A level 40 player should be able to "safely" access about 98% of the map. There should be a couple of special areas where even a maxed player has some trouble, but the rewards for braving these areas should be tremendous incentive for any player to work toward max stats.
    • There is technically nothing preventing a level 1 player from going anywhere on the map, he just has very low odds of survival in many areas. There could be ways around this however...
    • This system ensures that a player always has "enough" to explore, while being constantly exposed to new areas as he progresses. This encourages player development and simulates a more rewarding system of natural progression.

  • Another good aspect of this system is that bandits and other human enemies will have relatively consistent equipment in each zone.
    • Right from the beginning, any bandit camp in, say, a 7th degree zone, based on the scale above, would have good loot... Maybe Ebony or Glass.
    • This would remain consistent throughout the entire game.
    • You wouldn't have good odds of beating these bandits until around level 20 though, so you either have to be very lucky or very skilled to obtain this quality of equipment much sooner than that.
    • This helps to maintain a sort of "order" of weapon quality that the player can access, while technically allowing opportunities for the player to bypass that order, all while preserving a more believable system for enemy strength and equipment quality.



These are the Cliff's Notes... If you want to read my in-depth ideas, check out my posts in the respective threads for these subjects.
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GEo LIme
 
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Post » Sat May 28, 2011 5:09 am

i think that they should greatly improve the bow and give the npc's hitboxes, like if i hit someone in the leg with an arrow once or twice they should be very slow also dont make it like 20 arrows to kill someone it should be like 8 tops
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Dj Matty P
 
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Post » Fri May 27, 2011 9:25 pm

ANOTHER GOOD IDEA:

You enchant a sword and name it "Inferno sword" and its powerfull, then you found a best sword and you decide to sell the inferno sword in a store, some time after that maybe you fight against an enemy that actualy carry your old inferno sword!

what hapen?

well that guy bought the inferno sword, so you nedd think twice before sell some powerfull items because NOW THE NPCS can buythem!

what do you think people?

sorry because my bad english :P
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Cccurly
 
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Post » Fri May 27, 2011 7:39 pm

First of all, there should be realistic eye-candy animation system in TES V.
Have you ever noticed, that the animation mods are among the most popular mods for TES IV, FO3 and FNV? And I do not mean some porm-style content mods, just plain animations of walking, shooting, fighting, crouching and so on.
Oblivion was back in 2006, and even then it's combat animations looked dull.
I am not asking for the animations' level of Assasin's Creed, but changes should be made for sure.
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lucile davignon
 
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