Official Ideas and Suggestions topic # 2

Post » Fri May 27, 2011 7:13 pm

This thread is for ideas and suggestions for TES:V Skyrim, and to keep all the general discussion in one series of threads.

Other general topics on this will either be closed or moved here.


http://www.gamesas.com/index.php?/topic/1148993-official-skyrim-suggestions-and-ideas-1/
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Danger Mouse
 
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Post » Sat May 28, 2011 5:35 am

Add in different damage types (slashing, crushing, piercing, burning, schocking, freezing) and craft the armorsets to have corresponding damage thresholds/resistances.
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Mark Hepworth
 
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Post » Fri May 27, 2011 6:49 pm

Having some form of companion system would be really nice. This could also make speechcraft useful. So if you become really good friends with someone who can fight properly, you can ask them to follow you, and join you in fights. If they feel that the enemies are too strong, and there's too big a risk to die, they'll flee. It doesn't have to be about life long friends or NPC's that are part of quest lines. It could also be fairly bland NPC's that you take with you one or two times.

Ordering them around can be done with the grab button (Lb on xbox 360). When you have your weapons lowered, the companion (can also be a summon) always follows you, and you can use the grab button to grab things. But if you're combat ready you can give different orders with the grab button. Clicking on the ground makes your companion move to a spot and guard it. Clicking on an enemy makes your companion attack it. Clicking on switches or containers makes them interact with them. During all this, the relationship with your companion should still be changing. When they take damage, it goes down a bit. When you let them loot things it goes up. If you got them to follow you on the basis of an illusion spell, and it stops working, they'll stop following you, and they'll go their own way again.

This would of course require a better speechcraft and relationship system than in oblivion and a better AI, but I think those should've been improved regardless of this.

It would be even more awesome with the addition of mercenaries, and guild quests where you're allowed to pick and choose a rookie to help you out on difficult quests.
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Johnny
 
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Post » Fri May 27, 2011 11:55 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.
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Cool Man Sam
 
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Post » Fri May 27, 2011 11:30 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.


both is easily moddable :)
just saying if they won't do it then some modder could
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Crystal Clarke
 
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Post » Fri May 27, 2011 9:14 pm

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.
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An Lor
 
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Post » Sat May 28, 2011 5:06 am

i would like to have a golden saint as a companion, it really annoyed me that in tes 4 you could only summon one once a day.it would also be nice to see some wagons pulled by horses, just a thought.
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Lil'.KiiDD
 
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Post » Sat May 28, 2011 10:04 am

I think some necromancers should be able to make more than normal zombies...
Not trying to turn this into a zombie game, but more physical variation of the undead would be kind of nice
(Like some can be huge masses of flesh, some could crawl really fast, and a few could just be odd fusions of people, weapons, and animals in one body)
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glot
 
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Post » Sat May 28, 2011 7:26 am

nice idea bamith20 but i would also like a undead horror area of the map for some horror undead quests and maybe make the undead zombies only die from blunt force to the head or decapitation, skyrim would be crazy good with hordes of zombies in it
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Ria dell
 
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Post » Sat May 28, 2011 12:53 am

Magic:

Since I'm new to the TES experience, let me jump in fresh and give two cents worth of wants..

Spells.
They probably worked like schematics for weapons in FO3, they're there to be used statically, and if we want more spells, we need to mod them, or wait for a dlc, right?
so make them more like recipes, where the magic itself is broken down into thaumaturgical components, each a different functionality.
-elemental forces (wind blast, fire electricity, water..)
-manipulation forces (zing this piece of granite with mach two into the chest of my target.. ooh lookit, a whole bag of granite thingy's. Can we say 'full auto'? Levitation falls under this too)
-transformation forces (sub-set of the above, but turning into a frog is completely different to zinging a piece of rock somewhere.. not to mention teleporting..)
-purely mental forces (mind control, illusions.. that sorta thing)
-physical forces (the first three above, but also illusions that feel real.. think holodecks with the safety protocols off)

The different components, and varying strengths thereof, each inflict a given drain on the caster, which could be a temporary loss of HP, fatigue or whatever. Too much drain will result in catastrophic failure of the casters bodily functions, usually in messy graphic detail.. yum.

Magic users creating spells can now research the various magical components, cook them into a spell design, and once the spell is created, cast it.

The skill in spell design becomes a constant combat against overwhelming drain that is offset by various modifiers added at the time of design.

Modifiers would include
-increased knowledge of arcane skill......\__ both of these would require "reading" those books that are all over the place..
-increased knowledge of desired target../
-higher initiation
-group incantation
-focusing potions that require exotic ingredients "You want me to get a dragon to do WHAT in a cup?!?!?", "I have to go WHERE to get that damn herb?!?!"
-crafted power focuses (rings, wands, voodoo charms, etc..)
-Incantations that must be performed (waving yer arms about in a convincing manner)
-spoken verse (uncle in the back ground holding a blowfish chanting "Yu Mo Gui Gwai Fai Di Zao")
-requires aural link "Now I gotta go back and clips the dragons toenails?!?! Dude, can't I just steal it's scarf or something??"
-restrictions on the spell (can only be done at a certain time, place, or other limitation)
-restrictions on the target (only works against evil, against good, against ex-wives..)

This allows the player to basically do whatever they want, and can create powerful spells while they game stays balanced by making them deadly to cast unless a crapload of precautions and a buttload of preparations are taken.

/2cts

:)
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Lindsay Dunn
 
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Post » Sat May 28, 2011 2:22 am

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."
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Nicole Elocin
 
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Post » Fri May 27, 2011 10:51 pm

Bretons need to be tall again. They are the result of intermingling between the Aldmer, ancestors of the Altmer, and the Nedes, ancestors of the Nords.

Nords are tall. Altmer are tall.

Tall + Tall = Tall Short..?

Also, their description from Arena:

Bretons are a tall, dark-haired people. Bretons are highly intelligent and willful people, and have an outgoing personality. It is said that Bretons are weaned on magic, for it seems to suffuse their very being. As a result Bretons take half damage on any Magic based attack, and no damage on a successful save. They are excellent in all the arcane arts.

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Anna S
 
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Post » Sat May 28, 2011 2:21 am

I would love to have the ability to have cross-breeds, ie Nord/Dunmer, or Bosmer/Imperial, Breton/Redguard. It would probably be impossible to have Khajit or Argonians to cross-breed but they could have subspecies choices.
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Elisabete Gaspar
 
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Post » Fri May 27, 2011 11:50 pm

1- nature effects
-there should be sea water with waves that change depending on the weather/type
- rain should make nice noises on whatever it hits, and make splashes
- interiors should be affected by the outside
- water should refract light
- weather effects on materials (see 2)
- some special surfaces should change depending on what the weather was.if terrain texture 43 was grass it could have an alternate texture that is snow after it has snowed/ during winter.

2- characters
assuming faces are better, and we have beards, we need a dynamicish overlay system. this is for...

--- facial features such as freckles, spots, creases etc
--- TATTOOS. when i played morrowind lots of races had them.they were cool (especialy the dremora ones). they help with the lore, they identify someone as in a group (clan,house, whatever) and they personalize characters
--- weather effects. snow in hair/fur, ash or dirt on face, wet skin, wet hair, muddiness etc
--- injuries- gashes, burns, better blood etc
--- body altering, for example a khajits pattern,body hair etc
--- visible diseases, facial warts ftw :)

-voices
some races need more than one voice, in paticular the human ones (we can have a scottish nord, a celtic sounding nord, and a Scandinavian sounding nord)
there should be some sort of sound distorting thing for charecters than modifies the pitch,speed and contrast of all dialogue from a character
dumner to retain the bad ass voices from morrowind
we dont care for big names, just good voices

bodies
seamless ones, we want them
morphing bodies= awsome
HIGH res textures
clothing underneath Armour (armoured skirts that could go over greaves would be awsome too
possibly pauldrons/seperate gloves
beasts should look more powerful, with muscular, bent legs


3-combat
interlock ALL COMBAT SKILLS (an example would be too set your sword on fire with magic, kick someone , decapitate him, and then throw the sword at someone)
generic
animations should change depending on the characters health,skill and the fear they are feeling.
some Armour should be more flammable, some should help the player be scarier, some should conduct well
character fear should be a HUGE THING. killing enemies stylishly should help you scare them. once the enemy has dropped to a state of helplessness they either try to run away, cry, crawl away or go berserk. grabbing them at these stages (except for berserk) allows the player to do whatever he wants to them.
mounted combat
flying combat
characters should have a locational damage thing. however there should be a hardcoe mode that allows the player to receive broken limbs





-- hand to hand (or feet)
make this skill USEFULL
allow disarming enemies, grabbing them, throwing them (in both brute strengh or crazy judo skills) tackling them. or something else cool
allow the unarmored skill to be used with a weapon. the above statement was kicking them, but what if you could lift someone in the air for a brutal execution?
kick should be very good against opponents using shields and light enemies

marksman
weapons used for mellee should have the ability to be thrown (not longswords, two handed weapons or maces,)
weapons designed for throwing and crossbows- most people want them back

magic

spells should be able to be charged up for a more potent affect
-- casting may fail if an advanced spell is attempted without sufficient charging, and overcharging can backfire (these problems shouldent happen with a higher skill/difficulty ratio.
it would be pretty if magic would look different depending on the power ( weak fireball= a ping pong ball that is red, a strong fireball= cyan basketball)
it would be fantastic if elements were not about resistances, what i mean by this is...
--- fire has a chance of ignition depending on the surface, lights up dark places and could warm the player up
--- ice can make surfaces slippery, can cause opponents to stumble due to limbs becoming non responsive.
---electricity could conduct

players would like some more effects like....

on weapon (imbues weapon/fists this power for an amount of time
stream- a long continuous stream of magic
at point- similar to on target, but the effect should just happen were you are pointing (rather than a ball of energy traveling forward), good for stealth, good for fast moving objects- worse for mana/difficulty


weaponry (blade,blunt,spear,long blade etc)
SPEAR, one handed spear- seriously though- it was THE most commonly used military weapon of all time in real life, i dont see how it should be removed.

can be thrown (if a checkbox is set)
some may be dual wielded (the game is about crazy viking guys fighting dragons, dual wielding BELONGS)
weapons should be able to be used whilst blocking, but the block becomes weaker and the attack does too
short death animations (combined with ragdols) for hits that kill. this would make kills more satisfying, seeing someone do a star jump with your sword in their chest works wonders.
would be nice if you could use your shield as a battering ram


specifics... (not as important)

spears and longswords should allow the character into a defensive stance, any character stupid enough to charge on the sword/spear gets impaled :)
short swords could have a better block+ stab function
warhammers-knock things over even when they are blocked
claymore- good at keeping multiple enemies away with a wide sweep


enemies (the spider part might be impossible, but oh well)
animals that bite should try not toactualy not let go.
swiming/flying animals should try hit and running
skeletons should be able to loose every limb and try to continue to fight
Spiders should try to walk on walls



4: generic stuff
WERE ANIMALS /CAPS
anything that was well liked in morrowind, should carry on here
better construction kit is needed/wanted. it would be nice for there to be x/y,xz, yz planes for creating stuff
a much less obvious level scaling system is needed
lore friendlyness (i found it cool that glass weapons were very light, and that daedric was uber rare
daedric armour does not neccesarily have to be fixed to one thing. there could be golden saint daedric armour or something
cloths should not change due to gender, a skirt does not turn into a pair of shorts!
more attention should be spent on common things, such as iron armour and people than rare artifacts that most wont ever see

there needs to be more tilesets for dungeons, oblivions was way too repetitive
-limestone cave
-rock cave
-other stone cave
snowy cave
iron mine
glass/ebony mine
daedric ruin
oblivion crisis ruin (small bases set up by daedra, now inhabited by whatever)
dwemer ruin
old prison/dungeon
nord tomb

the landmass should be scalled between twice and 6 times the scale of oblvion (preferable four, four would make cities of a decent size and mountains not look like hills)
m'aiq the liar should be ingame

land should be tesselated to save space
open cities
spells cut from morrowind to be re included (levitation for example)
the guilds should all conflict with each other, however if the player plays their cards right they should be able to lead then all
the player should have to work for greatness
the journal should actualy look like a journal, the icons on the map should look hand drawn
an actual pc ui would be nice


5: hardcoe mode

drink,eat,sleep,good temperature (there should be a too hot weather for mods/ a revisit to oblivion)
cloths have a warmth value
player can get libs broken (not so much of a long term problem)
fatigue/mana have longer regens-
player must shelter from extreme weather.
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Eduardo Rosas
 
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Post » Sat May 28, 2011 3:16 am

Exactly what i want !
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Rik Douglas
 
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Post » Fri May 27, 2011 11:38 pm

oh, i didnt see this


now my epic post lost its poll :(
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Lori Joe
 
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Post » Sat May 28, 2011 12:55 am

unisix clothing. My Bosmer female won't wear skirts to fight.
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Matt Fletcher
 
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Post » Sat May 28, 2011 10:46 am

Character creation should b in more depth, pre-set voices should be chosen. Also more mythical creatures like a nine-tailed fox!
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Chris Guerin
 
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Post » Sat May 28, 2011 7:49 am

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



This.

I love joining factions, and i feel this could really be expanded on.

Expand on the guilds,
Make more ingame factions, eg, religious cults, pirate/bandit groups, town council, ect, ect,
Bring back some form of join-able militia...

Oh yeah, ..... Winter clothing and Facial hair of course.
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Kelly Osbourne Kelly
 
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Post » Fri May 27, 2011 7:43 pm

*snip*


yeah everything this guy said. i agree with it all.

for what he said on skeletons you should have to effectively dismember them. separate the arms legs and head from the body. ie if you decapitate it the body will still come after you.
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Rebecca Dosch
 
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Post » Sat May 28, 2011 3:07 am

I would quite like it to have barrows, similar to bloodmoon.

Also with the voice acting, if its supposed to be Celtic sounding.. would it be so hard to get someone with a genuine accent?
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Jerry Cox
 
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Post » Sat May 28, 2011 12:20 am

My possible idea for Skyrim is for them to just use a system of Warp points as the way to fast travel. Heres how it would work, different places in the area of Skyrim would have warp points installed by random mages blah blah blah, etc. Basically what you do is 1st before you can even use a Warp Point you need to discover it out in the wild. Once you discovered it you can fast travel to it at any time however there aren't a million warp points. There is only a select amount, usually every city will have one and some predominent places out in the wild may have it but not like the amount of locations in Oblivion. You might have 20 warp points max depending on the size of the map. Also to even start to use Warp Points you would have to finish a quest then the person who gives you the quest will give you either a title or a quest item that will allow you to use the Warp Point System.

I seriously think this system could work great in Skyrim and it would appease the Morrowind part of the fan base that whats a fast travel system like in Morrowind but it would also appease the Oblivion fan base because it doesn't completely abandon fast travel.
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Klaire
 
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Post » Fri May 27, 2011 11:20 pm

I think character creation is perfect in Oblivion I dont want them to spend useless time makeing a character creation something big when you only spend 5 secs on then get to the game its a waste....I think if Skyrim is not going to be multiplayer/human interaction have it like Everquest in a single player kind of way. I want cp's be higher lvls than you until your a lvl to where you can go and try to kill them....and I want slaves or people you can hire to help fight for you or work for you...Also I want to own businesses

I guess thats my christmas list.
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NIloufar Emporio
 
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Post » Sat May 28, 2011 3:47 am

BIRDS

I want birds circling on the sky, landing on trees and flying away when you come closer or disturb it somehow. I also want them to have very basic level of Radiant AI. Act protective for their youngs, feed them, do stuff in daily basis etc.. etc..


-Their shadows should be visible on the terrain.
-We need nests for them in some certain locations. (trees, caves, large cracks between rocks)
-Different species of birds would make it even better: Sparrows, eagles, owls, crows and scavengers...
-The presence of fantastic birds would be soo thrilling! The Phoenix etc. etc...
-I want to hear their singing (sparrow) or hooting (owl).
-Make it so that we can approach them by sneaking and hunt them melee or with ranged weapons/magic.
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Mike Plumley
 
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Post » Sat May 28, 2011 8:58 am

My possible idea for Skyrim is for them to just use a system of Warp points as the way to fast travel. Heres how it would work, different places in the area of Skyrim would have warp points installed by random mages blah blah blah, etc. Basically what you do is 1st before you can even use a Warp Point you need to discover it out in the wild. Once you discovered it you can fast travel to it at any time however there aren't a million warp points. There is only a select amount, usually every city will have one and some predominent places out in the wild may have it but not like the amount of locations in Oblivion. You might have 20 warp points max depending on the size of the map. Also to even start to use Warp Points you would have to finish a quest then the person who gives you the quest will give you either a title or a quest item that will allow you to use the Warp Point System.

I seriously think this system could work great in Skyrim and it would appease the Morrowind part of the fan base that whats a fast travel system like in Morrowind but it would also appease the Oblivion fan base because it doesn't completely abandon fast travel.


I'm not sure how I feel about this kind of a system. I'm sure that having magical warp points would be a decent way of implementing fast travel into the world with a context, but I think it might be good to have additional travel options that are more like Daggerfall, in which a significant amount of time passes before you get to your destination. If the "warp points" are available there needs to be some reason why you are the only person who uses them. Maybe a teleportation spell can be reintroduced that uses the warp points (in addition to "mark"), but if they are implemented then they shouldn't be just randomly available to everyone.

Considering how long Skyrim has been in development, I doubt that any of my suggestions will actually be implemented, but they might be interesting to consider for other games or developers who may look at this thread (because I enjoy computer games and don't think that I will have the time to make my own in the future).

Firslty, games like Brink have huge potential to redefine the dynamics of combat, especially with respect to character movement. I think it's great that Bethesda has developed a movement system like Brink's, and I think Skyrim would be amazing if it were possible somehow to implement Brink's movement and character "archetype" system.

Secondly, I think that the Elderscrolls games have tremendous creative potential, and that this potential has remained largely untapped since the release of Morrowind. By creative potential, I mean the potential to implement an almost infinite variety of "games" into the world through the various skill systems. The trivial mini-games from Oblivion or the Perks system from Fallout 3 are just the tip of the ice-berg in terms of the possibilities here: combat could be changed to implement player-programmed (or learned) "strategies" depending on the actions of the opponent, magic could be changed in a similar way to include the possibility of having counter-spells, speechcraft could be modified to have a real effect in combat situations, such as goading a mob into fighting you one at a time. All of these changes can be made easily just by expanding on the original system.
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patricia kris
 
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