» Tue May 18, 2010 5:28 am
I have been thinking about what I want in Skyrim, as well as discussing different ideas with people here and on other boards. After a while I began to think of what I would like as my ideal Skyrim. This is a long post, so any of you TL;DR people can just skip it if you want. This is what I came up with.
Combat
Combat needs a serious reboot. Combat in Oblivion was good, but there were several mods that made it better. Arrow speed should be a lot faster this time around, and bows should sway depending on your Marksman skill. At a low Marksman skill you sway quite a bit but as you get better you can hone in on a target easier.
Unarmed needs to be more feasible as a combat skill. Sure it makes sense that it does the least amount of damage, especially to foes in armor, but it should make up for it by being versatile. You should be able to knock people down, kick them, counter attacks, the whole nine yards. I would also like to see fist weapons so we can enchant them for fist fighting.
Bladed and Blunt weapons could use a few minor tweaks. A few new power attacks, shield bashing or svcker punching with a one handed weapon, kicking, being able to stab an enemy while he is down for massive damage.
Combat could also be better by giving us location based damage, and finishing moves. Nothing big or fancy, just a simple 1-2 second animation where you can behead someone, trip them then give them a quick stab to finish them off.
Magic
As far as magic goes I'm not sure how it could be improved very much. I would like to get a higher end spell to allow you to become an atronach. Upon casting you temporarily lose all of your items and spells, and gain all of the Atronach's attributes and powers. You also gain Stunted Magicka, to keep you Magicka from recharging. You cast your new Atronach spells until you don't have enough Magicka to cast another, then you gain all your items, your skills, and other stuff back. To prevent spamming this you can only cast it every so often.
Another idea is to somehow include necromancy. According to lore after the events of Oblivion the Mages Guild disippates. Seeing how Necromancy is no longer restricted because of this necromancers can practice more openly instead of being shunned or feared by others. I think it would work better as the lower end of Conjuration, seeing how that is where you see the more common summoning of skeletons, zombies, and ghosts. As you get better you can summon creatures beyond the normal plane and get into Daedra. Towards the higher levels I would like to see a way to combine Soul Gems into larger ones and even make Black Soul Gems, which leads me into the next part of magic.
Enchanting. I would like to see this come back in a way that isn't really friggen expensive and difficult to get into. In Oblivion I frequently enchanted gear, but it was awful to have to blow through several Mages Guild quests just to get to it, then have to pay a boatload of money for a minor enchant. However, I would also like to balance this by making it very difficult, or even impossible to get 100% chameleon, resist/reflect/absorb damage or magicka. At least without scouring some dungeons for unique items they won't get anywhere else.
Stealth
I was actually very happy with how Stealth worked. The only thing I would like to do is make lockpicking a hybrid between Oblivion and Morrowind. A lockpick wouldn't break after screwing up one of the tumblers so I want to see Morrowind's durability for lockpicks return. In addition to that I would like to see it in real time, but keep how Oblivion did the minigame. This could be done by making the lockpicking window just be part of the main screen so you can still look around to see if someone is coming. It was easilly the most accurate and intuitive, but it would be nice to actually put some skill into it, instead of just repeatedly lifting the pin until it moves up slowly. If you could actually push it up manually or make it somehow more intuitive that would be nice.
The only problem with the Security is it is a skill that really doesn't give you too much variety in how you use it. Any amateur can open any pin and tumbler lock if they work at it long enough. When I started to pick locks as a hobby I couldn't afford a pick set, but could open the easier locks with two paperclips. Maybe if they have to put some kind of restriction it should be based on lock level, and the higher the lock level the more skill and sophisticated tools you need to open it. On a short related note some kind of bash lock can be implemented for warriors, and failure to access a lock might cause the lock to break for 5-7 days until the owner or whoever uses it can replace it.
Sneaking should be much more intuitive. I would like to see the addition of wearing certain armor will allow you to access areas more easily. Need to sneak past some necromancers? Kill one silently and don his robes. You can then travel freely, but if you are near another necromancer for too long or you are caught sneaking around they will grow suspicious and notice you weren't there before.
You should be able to one shot someone who is sleeping. There is really not too big of a margin for error in stabbing someone in their sleep. This could potentially break the game, maybe giving them a better chance to wake up if you have a low Sneak skill. In addition to that, the first sneak attack should always cause some kind of a stagger. Has anyone ever snuck up on you and pushed you? If you aren't ready for the force of an attack there is a good chance it would bowl you over completely.
Gameplay
A lot of the Gameplay is covered above, but there are some other aspects I would like to see. The main thing would be more dynamic conversations. People should move their hands and make gestures at some points, as long as it doesn't look like they are playing charades every time they open their mouths. I don't want my character to have a voice, most people hated the lack of diversity in voices. Do you really want to hear the same generic voice every time you talk to anyone? Me either. I also liked the simple topics of discussion, only giving your character a full sentence in rare circumstances.
The main addition to speaking to people I want to see is the ability to lie based on Speechcraft skill, similar to Fallout 3. If I know where a bandit camp is close to a road where a guard or soldier is, I should be able to run up to the guard and ask for assistance. I would also like to be able to accuse someone of pickpocketing me or attacking me if my speechcraft is high enough. Giving them a bounty and sending them to jail. What better way to guarantee someone won't be around then by locking them up?
Switching gears now, let's talk about Fast Travel and the Compass. I think I may have a solution that will make many people who argue about this willing to compromise one way or another. As far as the compass goes it should make a return, just be a little less specific. As an Oblivion related example if you were told in a quest to head to Bruma and steal a special sword the compass could just go to Bruma in general. If you find more information when you get to Bruma, like that it is at the Bruma Castle then it should center on the Castle. This could actually be a way to incorporate Speechcraft into more quests, instead of it kind of being just a lame backup skill to Mercantile.
As for Fast Travel, We could roll it into Athletics. Athletics is another one of those skills that doesn't really do too much for you and it levels itself. Putting a distance or use limit on Fast Travel at low levels of Athletics and building up to Expert and Master gives you either farther distance to travel or more uses before you have to wait. If you combine that with Mark and Recall, Guild Guides, and things like Silt Striders you can still get from one place to another fairly easily. Eventually I would like to be able to Fast Travel to my custom map markers.
hardcoe Mode?
I really don't want a hardcoe mode. I don't want to have to monitor my food intake, tiredness, and other factors. I understand that it is entirely optional so if they want to throw it in I don't care, I just think their time could be devoted to something more substantial.
I know a lot of people have complained about how having essential characters can ruin the gameplay for them. I'm sure it was comparable to the people complaining about all their broken quest from characters dying in Morrowind lol. People want a hardcoe mode? This would be a great addition or alternative. The option to toggle Essential traits on a character on or off.
Voice Acting
I understand that voice acting nowadays is essential. People will hate a game specifically because it doesn't have voice acting or good music. Having one actor per Race and Gender just is not enough. Especially when the beggers would have a real frail voice until you asked about a rumor or something. Just for fun once I made a mod that put one of the Imperial City beggers into the Imperial Watch faction. This is how it worked out:
Frail Imperial Voice: "Spare a coin good sir?"
*Fail pickpocketing on purpose*
Imperial Guard Voice: "STOP RIGHT THERE CRIMINAL SCUM!"
It was pretty funny. A good way to fix this is to have 3 age groups per race and gender. A voice actor for really young NPCs, advlt NPCs and the Elderly. Elderly voice actors could also do the beggars. This gives us 60 potential voices instead of the 20 you get for 1 per gender per race. This is a lot of unique voices but would cost quite a bit. The beautiful thing about a good voice actor is they can do a ton of voices that sound unique. Mark Hamill for example. Look at his IMDB page. New Batman games/cartoons, Scooby Doo, Metalocalypse, Robot Chicken, Afro Samurai, the list is crazy long. Even amateurs can do a variety of voices if they are good.
I think we should bypass famous actors and voice actors entirely. They cost too much. Games can use B-List voice actors because it isn't that big of a part as long as it isn't laughably awful.
Graphics
I'd settle for Oblivion graphics. If they make the animations a little more realistic I don't need a large amount of customization. I spend all my time in 1st person anyways so all I would care about is weapon detail, landscapes, etc. The Race selection screen I only am there to pick Gender and Race, and that is strictly for attributes and skills. I don't even name my characters I just give them a label like Mage or Thief.
Skill Changes
I would like a large addition to Skills. Pretty much all the Skills from Morrowind. The only thing I would say is have an additional "Expertise" stat that improves skill with specific weapons while keeping the same amount of total skills.
Blades: Daggers, Swords, Two Handers
Blunt: Maces, Axes, Hammers, Polearms
Marksman: Bows, Crossbows, Throwing Weapons
Alteration or Mysticism: Add Enchanting
Conjuration: Add Necromancy
Hand to Hand: Enchantable Fist Weapons
Heavy Armor: Heavy Armor, Medium Armor
Light Armor: Light Armor, Unarmored
Weapons and Armor Changes
Weapons could use some updating. Here are my basic ideas: Scimitars, Daggers, Longswords, Claymores, Shortswords, Cutlasses, Rapiers, Machetes, Katanas, Kris, Flamberges, Dirks. That's just blades! There are tons and tons of cool weapons out there.
Bring all the armor pieces back from Morrowind, as well as the ability to dress in layers. A unique Ebony Pauldron could make a bright steel armor set really "pop".
Enemies and Scaling
I would love a huge assortment of enemies. Skyrim specific new enemies, as well as unique enemies near the borders of Cyrodiil and Morrowind from past games. Another addition would be different types of the same enemies. Different wolves in different areas, stuff like that.
Level scaling takes all sense of progression out of a game like this, especially the way Bethesda implemented it in Oblivion. Enemies were never a challenge, they just got more health and made them more irritating. And why would new enemies just appear after a certain level and all the other ones become extinct? Why would armor types be impossible to find until you take a nap one day and then they are everywhere? Why would a person have 5 varieties of a sword and reward someone for a quest based on how strong they are?
Character building was agony if you wanted to get the +5 to each attribute. It meant that if you wanted to get +5 to Stength, Intelligence, and Speed you would need to make sure to put 10 points in skills under each attribute, with at least one the skills being a major one. If you leveled one skill too much, leveled a skill too little, leveled a wrong skill even one level, or leveling one in the wrong order you would screw yourself over.
Ok... my head hurts. That is it for now.