Official Ideas and Suggestions topic # 3

Post » Tue May 18, 2010 12:13 am

Great ideas! I read somwhere that some Khajiit looked closed to elves in some part of Tamriel. It would be cool to walk around in Skyrim and meet cat-like elves! And completly agree with you on the voices. With each race having 3 diffrent voice actors, you would barely get bored after hearing them talk!


And the ability to choose which voice you want for your own character. It would be mainly the attack/hit sounds during combat, the ability to choose your voice for your character would be a great addition in my opinion :)
Select Race: Bosmer
Select Gender: Female
Select Voice: Perky

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DAVId MArtInez
 
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Post » Mon May 17, 2010 11:38 pm

I'm sorry if this has been said before but I think that in skyrim you should be able to see your star sign in the night sky and have different signs visible depending on what time of the year it is like in real life. Perhaps you may gain a bonus to some skills/stats/spells during the month (or whatever) that your sign is in the sky. Also since skyrim is the northernmost province in tamriel i think we should be able to see some auroras at the right time as well (assuming atmora and northern skyrim are or are close to the northern pole of nirn). I know this may not sound like much but it would greatly enhance the role-playing experience in my opinion.
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Siidney
 
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Post » Mon May 17, 2010 9:58 pm

Don't design a game that needs a hardcoe mode.

Design a game that needs a Casual mode.

This is win.
And the ability to choose which voice you want for your own character. It would be mainly the attack/hit sounds during combat, the ability to choose your voice for your character would be a great addition in my opinion :)

This would be great. My least favorite part about playing a Breton in Morrowind was the whiny little voice he had when getting hit.
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Manuel rivera
 
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Post » Tue May 18, 2010 3:02 am

I'm sorry if this has been said before but I think that in skyrim you should be able to see your star sign in the night sky and have different signs visible depending on what time of the year it is like in real life. Perhaps you may gain a bonus to some skills/stats/spells during the month (or whatever) that your sign is in the sky. Also since skyrim is the northernmost province in tamriel i think we should be able to see some auroras at the right time as well (assuming atmora and northern skyrim are or are close to the northern pole of nirn). I know this may not sound like much but it would greatly enhance the role-playing experience in my opinion.


Some have been already mentioned, but I seriously like your idea.
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Anna Beattie
 
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Post » Mon May 17, 2010 9:39 pm

I found that a huge part of the modding community created new armours, because of this I feel that adding a colour change option to armour would be a great idea, where you can bring it to a blacksmith or so and have your armour colour changed for a fee... thoughts?
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Jessica Colville
 
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Post » Tue May 18, 2010 6:19 am

I've played all the TES games and enjoyed each one for what they have to offer. Here's what I'd like to see in the next TES game:

Remove level scaling. When I'm a level 1 pee-on even a mudcrab should be a challenge. When I'm level 35 I should be a borg to a mudcrab. The point is, I should feel powerful when I'm level 35+ and have invested perhaps 100s of hours into the game, whereas I should feel weak at Level 1 when I've invested hardly any time at all into the game.

In concert with the above point, if I happen to wonder into an area with L20 enemies and I'm, say, L7, I SHOULD get my butt handed to me. This scenerio is THE reason why you will feel powerful coming back to this area when you are say, L30 to give some serious woop-a$$ on those L20 enemies that creamated you earlier on.

Pundits coined the term 'monster closet' to describe Oblivion's dungeons/caves/temples. You don't want your game to be the game where pundits come up with terms like that to describe your dungeons. Not every dungeon has to offer something unique. But the fun part about adventuring into places such as dungeons is the idea that you might experience something unique. It could be something as simple as an abandoned camp with a fire pit, a tent, and a diary that chronicles the life of whoever lived there. Or it could be as thrilling as finding the start of an elaborate quest line, or perhaps a unique, hand placed (non-random) piece of equipment.

I'd personally like to see the end to the whole idea of interior/exterior cells. If nothing else, I'd like cities and houses to all occupy the same cell. I could live with dungeons having their own cells. Older games like the Gothic games were able to pull this off, I never understood why the TES games continue to function this way. It's not game-breaking, but every time a game has to pause to load in a cell it disrupts the flow of the game and makes the map feel disjointed.

I'd like a game map that can be zoomed in and out (versus having a separate world map and local map like with Oblivion). I'd also like to be able to make my own notes on the map. I like the way Divinity 2: Ego Draconis allows you to place markers on the map with small annotations. Also, please make the map in color.

Please make the UI for the PC version of the game different from its console counterpart. PC players have a keyboard and mouse and a much higher resolution to work with. I thought the tabbed interface used by Morrowind was a lot more efficient than Oblivion's UI. If at all possible, allow players to customize their own tabs or at least customize how they see their inventory. If nothing else, please create a separte category for 'quest' related inventory items.

Make it possible to delete spells from the spellbook without the need for a mod.

When you harvest things from the game world, they should disappear until they resspawn - this should happen without a mod.

I'd like to see more interaction with the environment, beyond just traps. Changes to the environment directly by the player and via story advancement all contribute to the experience of the player having an actual impact on the game world.
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Monika
 
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Post » Tue May 18, 2010 11:48 am

A suggestion of mine concerning armor and weapon 'progression' (yuck)

Yep, I hate the term progression as to me it stems from the MMO-crowds where everything is a race to get the best gear when you level up.

Seeing that this game focuses solely on the player in a living breathing world, the game should remain in a believable state. One thing to accomplish a small portion of that belief is in my opinion the use of realistic armor availability.

With this 'realistic armor' I mean that a Nord armorsmith/weaponsmith shouldn't all of a sudden be selling Dwemer armor or Glass weapons simply because the player passed the level-up marker. Instead he should be selling a variety of different (localized) armor styles like Nordic Fur/Leather/Iron/Steel with varying degrees of protection. So he could have some chainmail with leathers and fur, but also a much heavier (and more expensive) version with steel plating and studded leather straps.

Same with the weapons really. Don't have every brigand and his pet monkey prance around with Glass Claymores just because the player is level 15. Keep them in their filthy leathers and rusty swords and have these rare and valuable weapons and armors hidden around the gameworld in ancient shrines or on powerful warlords (who need not be hostile). You want the good stuff? You have to work for it. And by work I don't mean doing a few quest for gold and pick up your Ebony Longsword at the local merchant.

This way the world will retain its sense of being realistic (in fantasy terms ofcourse) with lots of variety among the common weaponry and armor; while the rare armors and weapons will actually be rare.

So switching the design from a single Fur-Leather-Chainmail-Mithril-Glass into a design that has 5+ different versions of Fur-Leather-Chainmail in varying levels of protective values (each with its own benefits and penalties when worn) with the rare Mithril/Glass/Dwemer/Ebony/Daedric actually being rare and hard to find (but they are out there, and not part of some levelled list). I'd love to see them get treated more like artifacts and rare treasures than simple 'player-level progression tables'.

Sorry for the lengthy essay, but I just kept on typing because I'd hate to see shopkeepers to suddenly sell Glass/Dwemer/Ebony/Daedric in a town of Nords with Nordic weapons and armor. I want to find rare pieces of Daedric out in the wilds in ancient shrines and crypts; I want to collect Glass shards and forge them into a set of Glass armor etc. :)

So please make Skyrim into a form of 'persistent world' where the focus is on the gameworld and not an 'inconsistent world' where the focus is on the player's level.

Also, please look at this http://www.youtube.com/watch?v=4d7M9lwCDZw as I loved the depth and variety of seeing several different looking Old/Rusty/Fine/Pristine Nordic Longswords instead of the generic 'Nordic Longsword' (the only production line model available for the entire continent).


Greetz,

Milt
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Madison Poo
 
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Post » Tue May 18, 2010 5:17 am

In my days of Oblivion, i have only seen advlts walking around Cyrodiil. Maybe try to include kids, teens, toddlers, or even little babies to add some realism


i dont agree because the npcs can be killed and i dont want death kids.
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Cccurly
 
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Post » Tue May 18, 2010 2:53 am

i dont agree because the npcs can be killed and i dont want death kids.

They could make it like in Fallout 3 where kids are invincible.
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sarah simon-rogaume
 
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Post » Mon May 17, 2010 7:48 pm

Previously someone mentioned that they would like a map system where you would not start with a complete map and you could buy maps which would differ in their size (coverage of the whole map) and detail (markers) or you could explore and the map would get colored like in Morrowind as you do so.

I thought this was a great idea adding to the realism and the sense of exploration that is central to the TES experience.

To kick it up a little more, a cartography skill would be a nice addition - without which your only option would be to purchase maps. This skill could also effect the player marker on the map so, without any cartography skills, the player marker would not show up, and as the skill progresses it would show a circle that the player may be in, which would tighten as you get more skilled and finally turn into an accurate point. What do you guys think?
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Lucie H
 
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Post » Tue May 18, 2010 12:09 am

A joinable, inter-dimensional merchant marine, running Aldmeri blockades of Sarthaal.
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Carlos Rojas
 
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Post » Tue May 18, 2010 7:05 am

First don't flame me Yet. I know several of you and myself,don't want Multiplayer. Ok that being said,I have been thinking of a way to figure this out so it makes since.Now what i'm trying to say is how about a "Player controlled" companion.Not your average player or developer controlled companion.But a real live person controlled one. Example. Kind of like a co-op thing.Where your companion is a real live ,friend.wife,husband,ETC... You controll your player and he/she controls thier's.But are still able to continue with or without the other person.Same thing goes for them. Just not sure how it could be done but look how far games have come.In just the past year. My first system was an atari with megamania. Yeah i'm old... OK flame away. Wait not yet... We all know sometimes no matter what mod or how many companions we have it does get a bit borning playing alone...Ok now flame away Yes i'm sure this time...
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Rachyroo
 
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Post » Mon May 17, 2010 11:23 pm

A romance option. I know it sounds lame, and it's the stereotypical nerd request but it does honestly add to the story line. Mass Effect really sold me on the idea.

Assassins gunning for you. Less like the Talon Company in fallout and more like the Dark Brotherhood. Made you wary to sleep, kind of like you were really being hunted. Maybe instead of assassin's Werewolfs? Weresharks? Werebunnies?

And most importantly, a better item placement system. I know this greatly depends on the engine but trying to place items in oblivion or fallout was near impossible. I'd take morrowind's set up any day.

Quest to own or operate an inn/shop/bar. My favorite mods incorporate this so why can't bethesda? You should be able to stock your own merchandise and possibly chose a decore for your shop a la decorating your house in fallout 3
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Sylvia Luciani
 
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Post » Tue May 18, 2010 1:32 am

Things that I hope to see:

-Coloured world map (none of this Oblivion rubbish).
-Facial Hair
-Tatoos (alternate skin patterns for Dremora, Khajiit and Argonian)
-Dwemer Ruins
-Public Transport (boat / carriage / whatever)
-Quest Markers lead only to general area (you have to find the specific thing yourself)
-Better looking water
-Realistic barriers (not "You cannot go this way, turn back")
-Textures of the same quality ad Qarl's Texture Pack 3 (or better)
-Seamless bodies
-Clothing under armour
-Armour under robes
-Capes with correct physics
-More hair/eye styles
-More variety in people (every person has a little story)
-Crossbows and Throwing Knives/Stars
-Rumours of events in Morrowind and Cyrodiil (so we know what's going on)
-Smaller things on the menu (BTMod / DarN UI / Dark DarN UI)
-Seperate armour pieces (helm, cuirass, pauldrons, left gauntlet, right gauntlet, greaves, boots)
-More clothing pieces (gloves, hats, glasses, etc.)
-More roleplaying elements (blacksmithing, fishing, cooking food, cutting trees, mining ore, etc.)
-Rare and powerfull artefacts that are hard to get (like in Morrowind)



I hope to god that they will have tattoos atleast, if not seperate markings for argonians and khajiits. Also piercings would be cool (equipped or character creation)

It would be awesome for your khajiit/argonian to have a markings option, like different scale patterns/fur patterns..
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brian adkins
 
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Post » Mon May 17, 2010 8:21 pm

Some more ideas, after playing Oblivion all day (first time I've played it in a few months)...

? KEY RING.
? More organized menus and inventory layout. Maybe allow the player to modify/customize the layout (like adding new spell/item folders and tagging specific spells/items to be placed into those folders). Also let us delete spells...
? Let us remove quest items from our inventory. I have like six items permanently stuck in my pack because of quests that I either haven't finished, or that glitched somehow and prevented the item from being removed. Really irritating, especially with the clunky navigation in the equipment menu...
? More types of clothing, and incentive to wear them. First of all, it seemed like every nobleman in Oblivion wore the same outfit (Black and Gold outfit with Gold Trimmed shoes), every beggar wore the same rags, etc. There should be much more variety. Also, the clothes you wear should have some effect on the game (NPC disposition for example) so that players will be more inclined to actually wear clothes.
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Lil Miss
 
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Post » Tue May 18, 2010 8:20 am

So lpooking at Skyrim, we see a lot of snow and ice. It got me thinking.

Ever seen a glacier? It's a remarkable piece of art (of nature) So I'd like to see a glacier area with glacier caves and the like. The blue light that emits from these humps of ice could lighten up the cave and make it home for tribes or creatures (and treasure).
We definately need more diversity in the cave area, and I think this would be a cool addition.

Also: I plead for boats that sail through the rivers and seas. There would probably be a lot of ice covering the rivers, so let the mages guild have people casting fireballs etc. to melt the ice. Ships that have evolved so that a magician can sit in the front of the ship, dealing with the ice-plateaus
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Fluffer
 
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Post » Tue May 18, 2010 3:39 am

[....stuff....]


sounds like you got all of TES VI started all by yourself mate.
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jessica breen
 
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Post » Tue May 18, 2010 6:43 am

A suggestion of mine concerning armor and weapon 'progression' (yuck)

Yep, I hate the term progression as to me it stems from the MMO-crowds where everything is a race to get the best gear when you level up.

Seeing that this game focuses solely on the player in a living breathing world, the game should remain in a believable state. One thing to accomplish a small portion of that belief is in my opinion the use of realistic armor availability.

With this 'realistic armor' I mean that a Nord armorsmith/weaponsmith shouldn't all of a sudden be selling Dwemer armor or Glass weapons simply because the player passed the level-up marker. Instead he should be selling a variety of different (localized) armor styles like Nordic Fur/Leather/Iron/Steel with varying degrees of protection. So he could have some chainmail with leathers and fur, but also a much heavier (and more expensive) version with steel plating and studded leather straps.

Same with the weapons really. Don't have every brigand and his pet monkey prance around with Glass Claymores just because the player is level 15. Keep them in their filthy leathers and rusty swords and have these rare and valuable weapons and armors hidden around the gameworld in ancient shrines or on powerful warlords (who need not be hostile). You want the good stuff? You have to work for it. And by work I don't mean doing a few quest for gold and pick up your Ebony Longsword at the local merchant.

This way the world will retain its sense of being realistic (in fantasy terms ofcourse) with lots of variety among the common weaponry and armor; while the rare armors and weapons will actually be rare.

So switching the design from a single Fur-Leather-Chainmail-Mithril-Glass into a design that has 5+ different versions of Fur-Leather-Chainmail in varying levels of protective values (each with its own benefits and penalties when worn) with the rare Mithril/Glass/Dwemer/Ebony/Daedric actually being rare and hard to find (but they are out there, and not part of some levelled list). I'd love to see them get treated more like artifacts and rare treasures than simple 'player-level progression tables'.

Sorry for the lengthy essay, but I just kept on typing because I'd hate to see shopkeepers to suddenly sell Glass/Dwemer/Ebony/Daedric in a town of Nords with Nordic weapons and armor. I want to find rare pieces of Daedric out in the wilds in ancient shrines and crypts; I want to collect Glass shards and forge them into a set of Glass armor etc. :)

So please make Skyrim into a form of 'persistent world' where the focus is on the gameworld and not an 'inconsistent world' where the focus is on the player's level.

Also, please look at this http://www.youtube.com/watch?v=4d7M9lwCDZw as I loved the depth and variety of seeing several different looking Old/Rusty/Fine/Pristine Nordic Longswords instead of the generic 'Nordic Longsword' (the only production line model available for the entire continent).


Greetz,

Milt



Agreed 100% on that. Although this falls hand in hand with level scaling and NPC/Enemies suddenly becoming high level because you killed enough rats to level up :D

I don't think merchants should sell unique or 'uber' weapons bar a couple of dealers that have 'come across them'. Even perhaps a dealer who travels around specialising in them should only have a select few available as they're so rare.
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ANaIs GRelot
 
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Post » Tue May 18, 2010 12:22 am

They could make it like in Fallout 3 where kids are invincible.

then it becomes unrealistic. lets stay with only advlts and pretend children are hiding ninjas
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Bigze Stacks
 
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Post » Tue May 18, 2010 9:05 am

I'm not sure how many times this has been suggested, but mutilations like in FO would be awesome. I would love dynamic blood that leaves behind blood trails and hi-res guts.

Realistic corpses, e.g. the corpse you slaughtered by the mountainside should have attracted some flies and should have rotted a little bit. And those poor civilians you killed in your phsychotic rampage last week should have been disposed of by now, maybe even buried like in SI in Oblivion.

Collision-mapped weather, meaning that tent you sleep under doesn't provide useless against that rain. The rain should splash off solid surfaces.

More weapons/armour. It's probably unlikely, but I'd love to see a few extra weapon/armour sets implemented into the game (armor for you Americans.)

Battle effects and aftermath. I would like to see visuals added during combat. Blood soaking clothes, blood splatter, Denting in armour and sparks if your blade comes into contact with metal, maybe?

New, crafty borders? This has obviously been said a billion times now, but I think I want to emphasize it one last time. Be crafty, Bethesda, and get rid of the 'You cannot go further, turn back' message when I walk into Skyrim. You could make the ocean to the North, where you drown if you go too far into it and the mountains to the East, South and West, where you either can't get passed a certain point or you die of cold/hunger.
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elliot mudd
 
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Post » Mon May 17, 2010 11:03 pm

I thought about making another thread for this, but seeing as this is the official place for it I'll put it here. If you think its a good idea, I'll make a poll. (also, an opportunity for me to promote Dwarf Fortress).

Many people say they want more variety in their weapons. But more variety is too time consuming since every weapon has to be modeled and textured. Some people (like me) appreciate variety in models, but appreciate variety in function even more. We get 1 iron longsword. 1 steel longsword. etc. not much variation. Dwarf Fortress has a simple solution. Most items have "quality modifiers". Iron longsword < -iron longsword- < +Iron longsword+ < *iron Longsword* < # Iron Longsword # < [artifacts] then bronze longsword < -bronze longsword- < etc.< etc. Quality modifiers are an indication of the workmanship and knowledge of the crafter / weapon smith.
I propose TES does this too. It was kinda there in Ob. There were rusty iron daggers and fine iron daggers. But I was thinking more along the lines of the quality being more apparent. Possibly an *iron dagger* has better damage than a -steel dagger- (but inherently less durability since iron svcks) and possibly have unique skins for masterwork or artifact quality items. This would add huge variety to the number of weapons (and armor) available, with little effort on the developer's side (just tweak some stats). Furthermore, if they use any sort of random scaling (no "NOT LIKE OBLIVION" flaming, random loot has always existed since Daggerfall and before (I think, didn't play arena. yet)) they could add random modifiers as well, meaning a "masterwork deadric dai-katana that manaces of spikes of elephant bone" would be a once in a lifetime find and hugely valuable -- sentimentally and economically.

This idea goes further than just weapons. TES is (in?)famous for useless clutter, but why should that silver goblet be worth less than the silver of which it's made? Imagine finding exquisite clay pots in a humble backwoods town cabin. Just because the locals don't have access to expensive metals doesn't mean they don't take pride in their kitchenware. A tasteless rich fop who doesn't know good style and has too much money might fill his house with ugly mugs made of gold.

A few people have mentioned crafting as a feature (ability? perk? skill? whatever) this model allows room for skills to have an effect regardless of material available. Instead of crafting a fur suit as good as any thug's you could create an impressive wardrobe with all your hard earned hunting gains. should you craft that rare ebony into something you can use now or wait until your skilled enough to get the most out of it?

One of the many dwarfy ideas that could be put to good use. (http://www.bay12games.com/dwarves/)
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koumba
 
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Post » Tue May 18, 2010 11:21 am

A suggestion of mine concerning armor and weapon 'progression' (yuck)

Yep, I hate the term progression as to me it stems from the MMO-crowds where everything is a race to get the best gear when you level up.

Seeing that this game focuses solely on the player in a living breathing world, the game should remain in a believable state. One thing to accomplish a small portion of that belief is in my opinion the use of realistic armor availability.

With this 'realistic armor' I mean that a Nord armorsmith/weaponsmith shouldn't all of a sudden be selling Dwemer armor or Glass weapons simply because the player passed the level-up marker. Instead he should be selling a variety of different (localized) armor styles like Nordic Fur/Leather/Iron/Steel with varying degrees of protection. So he could have some chainmail with leathers and fur, but also a much heavier (and more expensive) version with steel plating and studded leather straps.

Same with the weapons really. Don't have every brigand and his pet monkey prance around with Glass Claymores just because the player is level 15. Keep them in their filthy leathers and rusty swords and have these rare and valuable weapons and armors hidden around the gameworld in ancient shrines or on powerful warlords (who need not be hostile). You want the good stuff? You have to work for it. And by work I don't mean doing a few quest for gold and pick up your Ebony Longsword at the local merchant.

This way the world will retain its sense of being realistic (in fantasy terms ofcourse) with lots of variety among the common weaponry and armor; while the rare armors and weapons will actually be rare.

So switching the design from a single Fur-Leather-Chainmail-Mithril-Glass into a design that has 5+ different versions of Fur-Leather-Chainmail in varying levels of protective values (each with its own benefits and penalties when worn) with the rare Mithril/Glass/Dwemer/Ebony/Daedric actually being rare and hard to find (but they are out there, and not part of some levelled list). I'd love to see them get treated more like artifacts and rare treasures than simple 'player-level progression tables'.

Sorry for the lengthy essay, but I just kept on typing because I'd hate to see shopkeepers to suddenly sell Glass/Dwemer/Ebony/Daedric in a town of Nords with Nordic weapons and armor. I want to find rare pieces of Daedric out in the wilds in ancient shrines and crypts; I want to collect Glass shards and forge them into a set of Glass armor etc. :)

So please make Skyrim into a form of 'persistent world' where the focus is on the gameworld and not an 'inconsistent world' where the focus is on the player's level.

Also, please look at this http://www.youtube.com/watch?v=4d7M9lwCDZw as I loved the depth and variety of seeing several different looking Old/Rusty/Fine/Pristine Nordic Longswords instead of the generic 'Nordic Longsword' (the only production line model available for the entire continent).


Greetz,

Milt



milt i agree with you. u have a point. i just can't stand being in a game where actually after i hit a certain level all the epic stuff appear in a shop. It is short and without meaning.someone suggested before some hidden places with puzzles, strong monsters and action. In the end the award will be a rare item . Adventure,action and award. something that every game of that kind must have. also i wouldnt say no to a certain type of armors and weapons that fit with the place you are.
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jadie kell
 
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Post » Tue May 18, 2010 12:10 pm

A few people have mentioned crafting as a feature (ability? perk? skill? whatever) this model allows room for skills to have an effect regardless of material available. Instead of crafting a fur suit as good as any thug's you could create an impressive wardrobe with all your hard earned hunting gains. should you craft that rare ebony into something you can use now or wait until your skilled enough to get the most out of it?


we suggested crafting as a job mainly. together with other jobs (cooking,carpenting,goldsmithing,herbalism) to collect ingredients and craft items to earn a profit and create pots to help u during the gameplay. but as for weapon crafting...here u said something ..rare weapon for example.no.
As we said above rare items would better be found in places secret.Thats better i believe. If jobs appear in TES Skyrim and there is a blacksmith job i believe it would be better just to create the most normal weapons that exist in TES series.
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Guy Pearce
 
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Post » Tue May 18, 2010 9:18 am

A suggestion of mine concerning armor and weapon 'progression' (yuck)

Yep, I hate the term progression as to me it stems from the MMO-crowds where everything is a race to get the best gear when you level up.

Seeing that this game focuses solely on the player in a living breathing world, the game should remain in a believable state. One thing to accomplish a small portion of that belief is in my opinion the use of realistic armor availability.

With this 'realistic armor' I mean that a Nord armorsmith/weaponsmith shouldn't all of a sudden be selling Dwemer armor or Glass weapons simply because the player passed the level-up marker. Instead he should be selling a variety of different (localized) armor styles like Nordic Fur/Leather/Iron/Steel with varying degrees of protection. So he could have some chainmail with leathers and fur, but also a much heavier (and more expensive) version with steel plating and studded leather straps.

Same with the weapons really. Don't have every brigand and his pet monkey prance around with Glass Claymores just because the player is level 15. Keep them in their filthy leathers and rusty swords and have these rare and valuable weapons and armors hidden around the gameworld in ancient shrines or on powerful warlords (who need not be hostile). You want the good stuff? You have to work for it. And by work I don't mean doing a few quest for gold and pick up your Ebony Longsword at the local merchant.

This way the world will retain its sense of being realistic (in fantasy terms ofcourse) with lots of variety among the common weaponry and armor; while the rare armors and weapons will actually be rare.

So switching the design from a single Fur-Leather-Chainmail-Mithril-Glass into a design that has 5+ different versions of Fur-Leather-Chainmail in varying levels of protective values (each with its own benefits and penalties when worn) with the rare Mithril/Glass/Dwemer/Ebony/Daedric actually being rare and hard to find (but they are out there, and not part of some levelled list). I'd love to see them get treated more like artifacts and rare treasures than simple 'player-level progression tables'.

Sorry for the lengthy essay, but I just kept on typing because I'd hate to see shopkeepers to suddenly sell Glass/Dwemer/Ebony/Daedric in a town of Nords with Nordic weapons and armor. I want to find rare pieces of Daedric out in the wilds in ancient shrines and crypts; I want to collect Glass shards and forge them into a set of Glass armor etc. :)

So please make Skyrim into a form of 'persistent world' where the focus is on the gameworld and not an 'inconsistent world' where the focus is on the player's level.

Also, please look at this http://www.youtube.com/watch?v=4d7M9lwCDZw as I loved the depth and variety of seeing several different looking Old/Rusty/Fine/Pristine Nordic Longswords instead of the generic 'Nordic Longsword' (the only production line model available for the entire continent).


Greetz,

Milt


I agree with you that it's annoying to suddenly find bandits with glass claymores and daedrics bows, but it's also realistic to have one or two, usually the leader of the group and a few of his/her trusted fighters with high level stuff, but only if they have it from the start. So you could see a bunch of bandits in the forest with rusty stuff, think hey lets get some loot, raid the camp and kill say 5 of them, then some big fully armoured bandit leader pops out of their tent where they were asleep, carrying a big glass claymore and elven armour and you end up running because you are only level 1 with a iron sword. Stuff like that, so the good stuff is rare but bandits will occasionaly have the stuff, but not dpendant on your level. Personally i hate level-scaling, in New Vegas i ran into a Deathclaw with-in 5 mins of leaving the tutorial, still at level 2. Now that was good, hope Skyrim is like that.
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Neil
 
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Post » Tue May 18, 2010 2:13 am

If they make the gameplay similar to Daggerfall but vastly upgraded, that will make most everyone happy. Including seasons and weather that changes to reflect the seasons would be exceptional.

Also a true self-shadow/soft-shadowing system [http://www.youtube.com/watch?v=zUtvj_pqxvs].

Another improvement to make is whenever townspeople enter or exit a building, it should show them actually opening the door instead of "phasing" through it. ;)

Those, and several boss Dragons to defeat - with the final Dragon being ENORMOUS will make TESV: Skyrim the best Elder Scrolls game ever!! :foodndrink:
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Patrick Gordon
 
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