Official Ideas and Suggestions topic # 2

Post » Sat May 28, 2011 8:47 am

I just hope you don't fight the same way with all weapons anymore, so I'd like unique attacks for each weapon type.
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Jennie Skeletons
 
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Post » Fri May 27, 2011 7:39 pm

I'm really interested in seeing the Tang Mo, I think its time we get to see some of the races of Akavir. Plus I would like the return of melee staves, it was pretty disappointing that they were removed in Oblivion.
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Melanie Steinberg
 
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Post » Sat May 28, 2011 2:01 am

I'm really interested in seeing the Tang Mo, I think its time we get to see some of the races of Akavir. Plus I would like the return of melee staves, it was pretty disappointing that they were removed in Oblivion.



Yeah me too, but I hope they add something more than just Asian culture but fantasy.
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rebecca moody
 
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Post » Fri May 27, 2011 10:11 pm

large, baddass, muscular looking tiger people+ dragons?would be awomse!!! especialy with baddass asian swords/armour



(i imagine the tiger people like khajits, just the size of fallout super mutants and incredibly muscular
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Monika Krzyzak
 
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Post » Fri May 27, 2011 8:09 pm

Concerning Factions

One of the best parts of The Elder Scrolls franchise is that in each game, once you beat the main quest, you have still barely scraqed the surface when it comes to all the quest lines the games contain. Factions present engaging and unique quest experiences, along with the social effects associated with aligning yourself with a group of people oriented toward a single goal or idea. Joining a guild or faction opens up not only quests, but also new dialog, merchants, relationships, and general opportunities for adventuring and making anme for your character. Considering how important factions can be in the games, I think it is essential that Bethesda make the faction system as detailed and rewarding as possible. This is a great way to add longevity and replay value to the overall game experience.

General Ideas

? Give more weight to the process of advancing through a guild. It should not be as simple as completing a quest or two. That should be just a small part of the process. There should be skill-based requirements associated with promotions, as well as reputation requirements (i.e. your standing with your peers and superiors in the guild), and maybe even having to complete some small tasks for the guild in addition to the overarching quest line.
? Randomly generated assignments. If you implement a functional and dynamic system for randomly generated tasks/assignments, you instantly add hours worth of gameplay. Make it a requirement that players seeking advancement complete a small number of these assignments for each rank of promotion. By the time the player reaches the highest ranks in each guild, he will have completed 15-25 random assignments in addition to meeting the other criteria (skill requirements, reputation/acclaim, and progress in the guild's main quest line). Allow the player to continue to do these assignments even after reaching the highest ranks in a guild. Maybe even allow the player to have some control over the assignments once he reaches an administrative level in a guild, like determining what sort of assignments are generated for the rest of the guild members, and what sort of assignments can be picked up by the player himself. If such as system is implemented well, to the extent that many players find the tasks to be interesting and enjoyable rather than mundane and repetitive, you are ensuring a high degree of replay value to the game.
? Create interesting/exciting opportunities for players even after they've reached the highest ranks of each guild. The randomly generated task idea outlined above would be a big step in this direction. Allow the player to take out contracts, play a rule in guild recruitment and discipline, sit in on council meetings with the other guild administrators, maybe even play a role in diplomatic relations with other major guilds.
? Create as many joinable guilds and factions as possible. Oblivion did not have enough of them. Why couldn't I join the Imperial Legion for example? There were not great houses or clans. Even if these were much less complex than the major guilds, they would still be great for a few extra hours of gameplay and for roleplaying purposes.
? Make guild politics noticeable but not too invasive. Don't force the player into being "good" or "evil" based on the factions they join, but have some clear political implications associated with each guild. There should be inter-guild relations that affect how members of one guild view other guilds and their members, and visa versa. There should be benefits and consequences associated with joining any guild or faction.


Alright I have to step out now but I'll try to get into specifics later.
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Trent Theriot
 
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Post » Fri May 27, 2011 11:33 pm

Concerning Factions

One of the best parts of The Elder Scrolls franchise is that in each game, once you beat the main quest, you have still barely scraqed the surface when it comes to all the quest lines the games contain. Factions present engaging and unique quest experiences, along with the social effects associated with aligning yourself with a group of people oriented toward a single goal or idea. Joining a guild or faction opens up not only quests, but also new dialog, merchants, relationships, and general opportunities for adventuring and making anme for your character. Considering how important factions can be in the games, I think it is essential that Bethesda make the faction system as detailed and rewarding as possible. This is a great way to add longevity and replay value to the overall game experience.

General Ideas

? Give more weight to the process of advancing through a guild. It should not be as simple as completing a quest or two. That should be just a small part of the process. There should be skill-based requirements associated with promotions, as well as reputation requirements (i.e. your standing with your peers and superiors in the guild), and maybe even having to complete some small tasks for the guild in addition to the overarching quest line.
? Randomly generated assignments. If you implement a functional and dynamic system for randomly generated tasks/assignments, you instantly add hours worth of gameplay. Make it a requirement that players seeking advancement complete a small number of these assignments for each rank of promotion. By the time the player reaches the highest ranks in each guild, he will have completed 15-25 random assignments in addition to meeting the other criteria (skill requirements, reputation/acclaim, and progress in the guild's main quest line). Allow the player to continue to do these assignments even after reaching the highest ranks in a guild. Maybe even allow the player to have some control over the assignments once he reaches an administrative level in a guild, like determining what sort of assignments are generated for the rest of the guild members, and what sort of assignments can be picked up by the player himself. If such as system is implemented well, to the extent that many players find the tasks to be interesting and enjoyable rather than mundane and repetitive, you are ensuring a high degree of replay value to the game.
? Create interesting/exciting opportunities for players even after they've reached the highest ranks of each guild. The randomly generated task idea outlined above would be a big step in this direction. Allow the player to take out contracts, play a rule in guild recruitment and discipline, sit in on council meetings with the other guild administrators, maybe even play a role in diplomatic relations with other major guilds.
? Create as many joinable guilds and factions as possible. Oblivion did not have enough of them. Why couldn't I join the Imperial Legion for example? There were not great houses or clans. Even if these were much less complex than the major guilds, they would still be great for a few extra hours of gameplay and for roleplaying purposes.
? Make guild politics noticeable but not too invasive. Don't force the player into being "good" or "evil" based on the factions they join, but have some clear political implications associated with each guild. There should be inter-guild relations that affect how members of one guild view other guilds and their members, and visa versa. There should be benefits and consequences associated with joining any guild or faction.


Alright I have to step out now but I'll try to get into specifics later.



I think Skyrim needs to make some restrictions in joining guilds and such, its just ridiculous that you can join as many guilds/factions as you like and will accept anyone to join despite the skills you lack to possess; like a police officer doing a fireman's job by putting a fire out with its bullets. Have the player be dedicated to a faction/guild he/she joins, get restricted to only one but when joining another guld/faction then you need to leave the other in order to do so. Put some realism into it.
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Max Van Morrison
 
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Post » Sat May 28, 2011 3:42 am

I think Skyrim needs to make some restrictions in joining guilds and such, its just ridiculous that you can join as many guilds/factions as you like and will accept anyone to join despite the skills you lack to possess; like a police officer doing a fireman's job by putting a fire out with its bullets. Have the player be dedicated to a faction/guild he/she joins, get restricted to only one but when joining another guld/faction then you need to leave the other in order to do so. Put some realism into it.

I don't know if you're simply adding your thoughts to mine of if you're rebutting something you gleaned from my post, but if it's the latter, I didn't say anything that goes against what you are saying. Having more joinable factions does not mean the player can or should be able to join them all in a single playthrough; that's another topic altogether. Personally I think they should only limit that to an extent that makes sense though. I think your idea of limiting players to a single guild at a time is less realistic than letting them join all of them (assuming no guilds are in direct opposition). I think it would be stupid to allow the player to join both the Mages Guild and Necromancers Guild unless there is a path for the player to be a double agent, which would require the player to prove himself to one guild and earn their deepest trust. I see no reason why a player couldn't be in as many guilds as he wants as long as each guild believes he is loyal to them. Obviously, the more guilds you join, the harder this becomes, because any guilds that are in opposition will start getting suspicious of you, and you will be unable to advance. The only factions to me that should completely restrict admittance are great houses and clans; if you're in one then you should wear that house's crest and other houses should by default not allow you to join, as you are already bearing the colors of a rival house.
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FirDaus LOVe farhana
 
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Post » Fri May 27, 2011 7:34 pm

I don't know if you're simply adding your thoughts to mine of if you're rebutting something you gleaned from my post, but if it's the latter, I didn't say anything that goes against what you are saying. Having more joinable factions does not mean the player can or should be able to join them all in a single playthrough; that's another topic altogether. Personally I think they should only limit that to an extent that makes sense though. I think your idea of limiting players to a single guild at a time is less realistic than letting them join all of them (assuming no guilds are in direct opposition). I think it would be stupid to allow the player to join both the Mages Guild and Necromancers Guild unless there is a path for the player to be a double agent, which would require the player to prove himself to one guild and earn their deepest trust. I see no reason why a player couldn't be in as many guilds as he wants as long as each guild believes he is loyal to them. Obviously, the more guilds you join, the harder this becomes, because any guilds that are in opposition will start getting suspicious of you, and you will be unable to advance. The only factions to me that should completely restrict admittance are great houses and clans; if you're in one then you should wear that house's crest and other houses should by default not allow you to join, as you are already bearing the colors of a rival house.



To clarify, I was just merely adding my thoughts on the Guilds and I agree that there should be more included but do you seriously believe that one person can join as many guilds as he could without any limitations, nobody's that perfect. Maybe you could serve as a liason between the groups but you can't be fully commited to every faction, its like having an FBI agent also be CIA, NSA, NCIS, ATF, and DEA; is this realistic to you?


Edit: I know you put down some limits in joining a guild but you didn't specify enough for me. I also agree that you can act as a double agent so long as its part of a quest that is given by one of them.
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Floor Punch
 
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Post » Sat May 28, 2011 3:49 am

Maybe as soon as you get high enough in one faction other factions would stop trusting you as much and you would be restricted from becoming higher in the ranks of your secondary guild.
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sas
 
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Post » Fri May 27, 2011 10:46 pm

Oh what I would like a lot in the new ES would be to be able to move the furniture in the homes while in the game, without being forced to use the CS.

Btw, is any Bethesda game developer looking at this forum? There are a lot of great ideas around here.
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FoReVeR_Me_N
 
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Post » Sat May 28, 2011 9:02 am

The ability to create more skills in the construction set and assign them their own stats, animations, and calculations. There are tons of new & different skills that different people want to see in the game. With this kind of feature in the CS, anyone would be able to add and make as many new and interesting skills as they wanted.

For example, there is the Graphic Herbalism mod for Morrowind. Doing stuff with flora increases your Herbalism skill. Well, you don't see this skill on your character sheet, it just tells you it in a message box. It would be wonderful to be able to actually add this skill to miscellaneous or Major or Primary skills or whichever. And in the CS, it'd give you a little box to help you sort out the calculations and which statistic if falls under. Wouldn't that be great to have?
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Ebou Suso
 
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Post » Sat May 28, 2011 4:56 am

I can not remember if I posted this before. I would like some form of way having a bonus ability/ies that combine major skills that I have achieved extreme proficiency with. Like a way to add elemental effects to weapon attacks if I I master the destruction and a weapon skill as my major... just have the attacks cost magicka and fatigue. The individual components of the abilities should not be as effective as those specific to the skill tree, but combined with the other skill give a slight-moderate benefit than just using ability on its own. Say the elemental effect consumes more magicka than an equivalent damage destruction spell and the weapon attack also consumes a bit more fatigue. That way I am able to deal more damage with each hit at a cost of doing fewer hits overall. Perhaps another combination like alteration and a weapon skill would allow me to increase the weight of the weapon for each hit, and the same mechanics as my last example. I just think it would be nice to gain some kinds of special touches that are somewhat useful and completely optional. Maybe the weapon attacks would consume more fatigue instead of magicka and fatigue... that would be interesting too.

As you can tell, I am a weapon oriented player but, while I dislike casting magic spells in general, I would not mind mildly enhancing weapon abilities if I decide to choose an arcane skill or two to master as well.
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Love iz not
 
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Post » Fri May 27, 2011 10:29 pm

What ever replacement there will be for rats, mudcraps etc. I would like them to be non aggressive, it would be ok it they occasionally bite you if you come to close.
Also, it would be nice if bandits did not blindly attack everything that moves. Specifically deers, I'm tired of chasing bandits that chances deers.


I agree with smaller animals being less aggressive. Especially if my character is higher levels, they should sense that I'm more powerful then them.

I posted this in another thread:

I'd love more factions to join and if you become leader more things to do as leader. It always bugged me how, as Arch Mage I could appeal to have the ban lifted on necromancers or something.

Also becoming some kind of king would be cool. I don't mean become king of all Skyrim, but become some sort of king or become kingly or whatever.

Like say theres a group in one part of the country and they have they'r own king and you can take over as their king somehow. We've already had the ability to become the leader of a faction and I hope that ability comes back in force but this is something a little different I guess.

Also having a pirate faction would be so cool.


+1

I didn't like that as guild leader I couldn't actually do/change anything about what was now my guild. And I'd like to see something similar to the Great Houses in Skyrim.


I have no idea if anyone suggested this before, but I'd love if the characters age would affect the game-play. An older character could, for instance, give a bonus on wisdom and intelligence, while having a slightly lower strength and speed. Depending on your age it would also be fun to see how the world is treating you differently and maybe even enabling/disabling certain quests or topics! Imagine:

"You sure you want to join the Mages Guild? Boys who haven't reached the age where they can grow beards rarely posses the wisdom and patience to make a career as a wizard."
Or
"Hmm, are you certain that the Fighters Guild is the profession for you, old man? You look as though the wind might break you in two."


I totally agree, making age more prevalent to the game play would be a great idea.

I'd also like to see more character customization options, and the ability to change hair styles in game, but not via robot, and maybe get tattoos in game. Although removing them in game should be very difficult to do.

And I'd like to see the return of spears, werewolves, levitate, mark/recall, and blind
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TWITTER.COM
 
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Post » Sat May 28, 2011 9:57 am

I only hope and suggest one thing, that Skyrim has a soul like Morrowind did. Oblivion was a good game but it lacked something like a soul. The Games you share your best and deepest memories with are Games that will never be forgotten. I can remember many memorable moments with Morrowind, Oblivion had some of these moments (like the DB Quests) but i never had those overwhelming memories that i share with MW.
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^~LIL B0NE5~^
 
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Post » Sat May 28, 2011 1:20 am

Hey people, after browsing the forum for some time, I decided to make an account as I want to voice my opinions about what I'd like to see in Skyrim :turned:

1: After reading on another thread about a banking system, getting loans etc, I thought it'd be pretty cool to expand upon that. What if there were different places you could get loans (similar to today's loan sharks). Such as there being a group of dodgy people where you can get loans from, and that if you do not pay them back in time, they send, basically.. hit-squads after you. Obviously they'd be using swords, and they wouldn't call themselves hit-squads, but in the Elder Scrolls universe, an equivalent. You could get the option to either:

Pay them back there on the spot
Pass a speech check to give you another week (dependant on your speech level perhaps? I dunno, that's for Bethesda to decide)
Attempt to either kill them or run away.

Obviously if you were to borrow loans from a bank, they would send guards after you instead of the criminal equivalent.

2: A vast (perhaps randomized?) selection of hidden items (such as weapons, armour etc). I loved exploring dungeons etc in Oblivion, there would always be a chance you'd find a special sword or whatever. I was thinking it could also be randomized, for instance, another friend could go to the same place, perhaps even do the same quest, and be given a special item that is completely different to yours. For example, if you were to do a quest for a priest, he wouldn't give you items COMPLETELY different to another friend, such as a Daedric sword for you and a loaf of bread for your friend. But randomized in the way that you would always have that feeling of wanting to explore more, to find even more quests, in hopes of finding more items. Obviously if an NPC was to give you a different item to what a friend had, the item could then be found in a different location later, or perhaps you had the option of what item to pick, similar to World of Warcraft?

3: Gore levels. Now I realise Oblivion did appeal to a very wide audience, but I personally think it is time to make the gore level a little more realistic. Not to the extent you can chop individual fingers off for instance, but I don't see why you're not able to behead somebody if you manage to do a side swing with a battle-axe when the enemy has very little health left. I understand this isn't Soldier of Fortune, but surely they should be able to implement a fine-line between Oblivion's gore level and Postal 2's. Don't get me wrong, I don't want to cut an enemy's leg off, and see him crawl away, but if I fire an arrow at someone with enough force, should it not impale them to a wooden wall perhaps? Furthermore, why not add a gore level slider? I'm sure it's not insanely difficult.

4: Combat! I am ever so glad they are using a completely new engine for Skyrim. I think one thing they need to address prior to anything else to do with combat, is the fact enemies sometimes just don't respond to attacks either on Elder Scrolls / Fallout games. I've had to resort to using mods for New Vegas just so that enemies die in a realistic amount of time without me having to shoot them in the head 10 times in a row, only to lose half my health in the process. If you slice someone with a sword, they should hold their wound in pain, they shouldn't just shrug it off like it was nothing and still be able to attack you with the exact same amount of strength prior to the damage they just took. For instance, in Oblivion, you can slice away at a beggar, yet they still manage to outrun you and tell the Imperial Guards. I truely believe that if you hit someone in the leg with some sort of Battle-Hammer type-weapon, they shouldn't slide across the floor giving even more distance between you and them. I don't want it to be one sided either, if I get hit with an arrow in the leg, I want to stumble back for a few seconds before I have a chance to block off any more attacks headed my way.

5: Crippling, crippling, crippling. What I really liked about Fallout 3 onwards is that you couldn't jump off a huge ledge without there being a significant chance you're going to cripple at least one of your legs. The same should go for Skyrim, if I manage to get an arrow lodged into an enemies kneecap for instance, I don't want him to run at me like I just massaged it for him. It also gives you another way to spend your money. I found it a bit stupid how there were no Doctors in Oblivion, regardless of how many fights you get into along the way. I realise there's health potions, spells etc, but for crippled wounds, your arm shouldn't just suddenly snap back in place.

I have alot more, but it's already a brickwall as it is. Discuss!
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brian adkins
 
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Post » Sat May 28, 2011 9:37 am

snip
2: A vast (perhaps randomized?) selection of hidden items (such as weapons, armour etc). I loved exploring dungeons etc in Oblivion, there would always be a chance you'd find a special sword or whatever. I was thinking it could also be randomized, for instance, another friend could go to the same place, perhaps even do the same quest, and be given a special item that is completely different to yours. For example, if you were to do a quest for a priest, he wouldn't give you items COMPLETELY different to another friend, such as a Daedric sword for you and a loaf of bread for your friend. But randomized in the way that you would always have that feeling of wanting to explore more, to find even more quests, in hopes of finding more items. Obviously if an NPC was to give you a different item to what a friend had, the item could then be found in a different location later, or perhaps you had the option of what item to pick, similar to World of Warcraft?


What do you think about when you say "hidden"?
Oblivion has random loot, and at least one quest with random reward. But sure more random quest rewards would be welcome to increase value of replay(s).
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bimsy
 
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Post » Fri May 27, 2011 8:47 pm

What do you think about when you say "hidden"?
Oblivion has random loot, and at least one quest with random reward. But sure more random quest rewards would be welcome to increase value of replay(s).


What do you think about when I say "vast"?
Admittedly I didn't explain myself too well, but I want an even further amount of items to be looted. Even in obvious places I mean. E.g. going into a shack and finding a special sword behind the back of a sofa or something. I want to find a tribe of goblins all kneeling around this statue, only to realise the statue is actually holding a real sword and not one made from stone, stuff like that.
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Andrea Pratt
 
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Post » Fri May 27, 2011 11:47 pm

What do you think about when I say "vast"?
Admittedly I didn't explain myself too well, but I want an even further amount of items to be looted. Even in obvious places I mean. E.g. going into a shack and finding a special sword behind the back of a sofa or something. I want to find a tribe of goblins all kneeling around this statue, only to realise the statue is actually holding a real sword and not one made from stone, stuff like that.

I see. If they were able to make the hidden locations random as well, then this would be capital. I dont see how though. Othervice it would pretty much just replace the chest etc. and you "quickly" learn the location of all the places.
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sw1ss
 
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Post » Fri May 27, 2011 9:18 pm

Money as an item again, because when my character becomes a fat cat I want him to be able to show it with piles of money.
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Astargoth Rockin' Design
 
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Post » Sat May 28, 2011 9:37 am

i see problems


1: why would you NOT try to cut someones leg of and watch them crawl away

2:i would like to destroy/rob these banks/sharks you speak of
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ruCkii
 
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Post » Fri May 27, 2011 10:43 pm

I would like a few (maybe five or so?) GIANT procedurally generated dungeons, similar to the kind you saw in Daggerfall ALL the time.

For your day to day plundering and questing this isn't a good idea, but its just for those days when you want to delve down into the deep for an epic adventure. Its kind of hard to do this when "delving into the deep" involves killing your way through *gasp* 8 rooms. -_-

I just spend like 3 hours trying to find a werewolf in a single dungeon in Daggerfall, which was a few days game-time.
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Quick Draw
 
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Post » Sat May 28, 2011 1:36 am

i see problems
1: why would you NOT try to cut someones leg of and watch them crawl away

The same reason that there will not be full frontal nudity I suppose?
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Dylan Markese
 
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Post » Fri May 27, 2011 8:54 pm

Of course I can't make my own game. This topic is for discussion of AI or other things that should be fixed or not return from previous TES games and Fallout 3.

Fan tantrum worked for the Total War. CA was bugged to the point where their representative stated "we're going to fix the AI for good." So perhaps it's not too late to throw this in. In Morrowind, Oblivion, and Fallout 3 the enemy sees you, attacks, and does not stop until you are dead. Do we want Skyrim continue this? This topic is for discussion of AI we want to see, or what we don't want to return in Skyrim. Because developers lurk here, that's why.

AI things I want to beat the drum with:

1. Enemies should finally have a real way to flee. Oblivion Forceflee command was terrible - it just moved the target x distance away from the player and stay still. It would be better if specific locations, bandit camps for example, were assigned as targets to flee to when they've been cut down so badly that they have no more chance of killing the player. I think this was possible in Oblivion with markers. There would need a new value, morale for how willing they are to continue fighting the player. The reason I want this feature is specifically a situation in Oblivion where you are pelting your foe at range where they have only a dagger and choose to stand there amazed at your ability to whittled them down. Don't they care about their own lives?

2. Some enemies should hunt you and if their class allows, they should have stealth. Remember Audins Avidius from Oblivion? He was the corrupt legion who lost his rank because you exposed his misdeeds and later he sought revenge by hunting you. He had a travel package that sent him to hunt you anywhere you might be. He's been seen in the Oblivion planes, underwater, in caves, etc. to exact his revenge on you. Stealth means the enemy is sneaking and invisible to the player and maneuvering to flank them. The player does not see them until they are very close or until after they've attacked. Unfair? Not if you sent a scouting fireball into the room to root them out.

3. Give the AI real tactics, combos, and strategic placing. No more casting bound dagger for no reason or weakness to fire without intent to follow through. Example: A room has green gas in it. A waiting enemy casts weakness to poison on you, a spit second later a sneaking assassin sends a poison arrow your way. Active tactics could have been done in Oblivion, but it required scripting. Enemies in Oblivion had many checks to work with, ( getAV, hasspell I think, issneaking, getdistance, etc, to react to what the player's situation. It just needs tailoring for the situation. Foes in Oblivion could be made to steal from the player in combat, heal when it counts, teleport escape, use their sign abilities ( which they rarely did otherwise ). Why not get the AI right so that scripting is not needed?

4. Don't have Radiant AI or else fix it. Do you know why it was terrible in Oblivion? It was system taxing and yet most of the time a townie had three packages, two of which ordered them to stand around. If we are to spend system resources on full NPCs with dozens of values then they should read from their shelves, write at their desks, cook at their stoves, eat at their tables and flee to their homes in case fighting breaks out. Have marauders patrol their dungeons with hand placed waypoints instead of either standing around or sleeping. A strategy table where bandits are gathered around planning their next move. Deliberate activity of enemies and toilets.

5. Please don't let bandits and bears chase the player all the way across Skyrim because they won't give up a chase and never get tired of running. Will that combat music never stop? But have intelligent enemies use a travel package to hunt for the player and ambush on sight or try to sneak and flank.

6. If the player is sneaking around and arrows a K'hajeet bandit from afar then they should take cover or run to call other enemies and send scouts to investigate the area. Once they are attacked from a direction then they should not "forget" it happened moments later.

That's it, the post is very long now. Add things about AI behavior that you want fixed from previous TES or things that should not return.
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james kite
 
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Post » Sat May 28, 2011 4:55 am

snip


I agree, especially with number 1, 3, 5 & 6!
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Abel Vazquez
 
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Post » Sat May 28, 2011 4:19 am

The sea will play an important key to trade in the north, quests for hunting large sea monsters would be cool. to even just see the dark shadows under the water with a boat in calm/choppy waters would be cool :) possibly an easter egg island with a huge statue of a monkey far out to sea or something with a dungeon with loot and a talking skull called murray! kidding!! sea monsters would be cool tho
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Vicki Blondie
 
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