» Sun Sep 27, 2009 4:03 pm
Here's what I want in Skyrim in no specific order
1. Better Daedric shrines (already listed how this could be done earlier)
2. More weapon/armor types then Oblivion
3. More unique items on NPC's like named blades and special misc item's for realism
4. Make giants rare semi-boss creatures (like super mutant behemoths, or whatever they were called in FO3)
5. Have Morrowind style armor sections (separate pauldrens, separate gauntlets/bracers)
6. Spears, crossbows, more sword types, separate blade skills, battle and war axes returned to ax skill, and all those other weapon returns people keep talking about.
7. More diverse sea life
8. Were creatures, sharks, bears, wolves, and maybe boars depending on how close it is to Hammerfell
9. More original creatures then Oblivion
10. More creatures altogether, feel free to include prefix ones like different skeletons or diseased creatures/humanoids
11. A more Morrowind style level scaling system
12. Better combat systems with more character involvement beyond "A button" = swing
13. More magic spell effects, like greater fireball sizes, maybe vines or something coming from the ground, and some of the stuff in Midas's Magic
14. Tailer parts of the Construction set for us modders with folders and good info pages explaining how to do certain things (You've done a nice job with it, I am just hoping you keep up the good work)
15. Bring back Morrowind type guilds, with each city having unique quest chains, although make some big guilds with major quest lines and other small with 5-12 minor quests
16. Bring back the guild rep and attribute based guild system.
17. Have another Arena, because it was one of my favorite parts of Oblivion, although have more enemies. Some can be nameless combatants if you are continuing to have some generic enemies. Just don't make the ones you need to advance in guild rank generics and have them at set levels were you can't beat them all at levels 1-15
18. Implement a more natural ecology. Have all creatures remain, but make lower level ones spawn less often and higher level ones spawn rarely (but still spawn in certain areas at all levels), also include passive wildlife like deer, rabbits, etc. . . On a side note, if you run into a level 3 wolf at level 20 then it should run away and not attack. Not all animals are mindless brutes and some know not to attack things that are stronger then them.
19. Bring back Ogrims and Winged Twilights, on that note, other Daedra that have been swept under the rug and some new ones as well
20. Include race variants even if they are not playable, maybe even half races :shrug:
21. More artifacts and have them in well guarded places and not just handed out by the gods. I don't care how they got there, that is what lampshading and imaginations are for
22. I want crafting in TESV, enchanting should be under the enchant skill (which should be returned), forging under armorer, transmutation and cooking under alchemy, and fletching, staff crafting, and bow crafting under a wood crafting skill
23. Make the streets of cities thrive, even if not to full scale, have an occasional nameless or randomly named npc wander through them like the MCA mod did
24. I want to see Volkihar, and some other vampire types as well
25. Return Chop X-Y, Slash X-Y, and Pierce X-Y based weapon damage
26. Give armors protection from Chop X-Y, Slash X-Y, and Pierce X-Y based armor protection (it adds complexity, but it makes things more fun and challenging)
27. Give alchemists the ability to make projectile potions that work like bombs. This will make a viable combat option for a mage without any magicka or restore magicka potions. Although one might say if they have those potions then why not restore magicka potions? Not all alchemy ingredients have restore magicka properties and shops shouldn't have infinite supplies either
28. RETURN M'Aiq The Liar (even if never actually implemented, just make an npc with his name, looks, and linguistically skills and put him in the npc folder for modders to find)
29. Include many small towns with 6-20 houses and npcs
30. Include many hidden easter eggs only a well ventured explorer would even take a second look at, let alone notice what it truly is
31. Like many people have been saying have opposing factions, they don't have to be at war with each other, just decrease dispositions because you're in faction A and not B
32. Add many books from outside of Skyrim as well so all of us TES fanatics can catch up on the events that have unfolded between the games IV and V
33. I want functional mines and maybe a mining skill, but that isn't totally necessary
34. Have it so modders can add skills and spell types the same way normal skills/spell types are implemented so we don't have to script them in and have them not show up on the character facts menu
35. Have open cities, I don't mind loading between interior and exterior, just make it go faster
36. Also have shacks and cottages outside cities walls (if they are walled) because some might be able to afford city property, but still might want their protection. Having slums and villas outside city walls adds to realism and it makes the city seem more alive and thriving (or poor and overcrowded)
37. Have certain areas cause frost damage if not properly protected. It gives people reason to wear cloths and not just armor
38. Following that comment, allow people to wear cloths under armor like from Morrowind
39. Add a climbing skill, equestrian skill, necromancy skill, dual wielding skill, and herbalism skill
40. Have more mounts (different species of horses and/or other types) as well as mounted combat. Your riding speed, handling skill, and weapon proficiency on a horse would be based on your equestrian skill
41. A climbing skill would be speed of accent and slope which you can climb, or something along that line. It would allow thieves and fighter to not have to use levitation, which seems to be in the jurisdiction of mages.
42. Add a necromancy skill can be both the summoning of undead and creating your own. This can be done through spells that turn the dead npc into either a zombie, skeleton, bonelord, etc and those follow you around permanently, until they themselves are killed. Have it so you can revive both your undead and the enemies (give enemy necromancers the same ability :chaos: as well)
43. Make the herbalism skill alter the percent chance of successful harvest, having some with naturally lower chances and others with naturally higher ones.
44. Allow dual wielding and make it a skill that modifies your weapon damage based on prime or off hand multiplied by weapon skill type proficiency. A formula for this could be | (Level of dual wielding skill \ 50) X [(Primary weapon X (Weapon type skill / 100)) + ((Secondary Weapon X (.5 + Level of dual wielding skill \ 50)) X Weapon type skill / 100)] |
45. Put Morrowind's barter system back in, I dislike Oblivions cut and dry sales system and much preferred Morrowind's barter and haggle system
46. Return the system were you have 5-10 minor skills, and 5-10 major skills to level you up and get bonuses on
Guess that's enough, although most has already been said (well probably all). I guess I am just saying I like these ideas and they should be in it although many might disagree on a few. Still it's not like you have to put them in or anything, although #14 and #34 should definitely be in the game (even though they would technically be in the construction set).