TESV Ideas and Suggestions #134

Post » Fri May 27, 2011 10:58 am

As long as the skills are useful for some gameplay advantage within the economy, combat, magic, social and navigation systems then I'm fine with more skills.


Thats the thing. Skills should all be really useful. Skills like Mercantile and Speechcraft are not as useful as other skills. Security is unnecessary because of the ease of the lockpicking minigame. I'm not saying consolidating all the magic skills or weapon skills into one skill. I'm just saying each skill should be useful. Consolidating can help this. But too much consolidating can just make a game just svck.

Like what is the point of having acrobatics, atheletics, security, or speechcraft in oblivion? Any player who picked this skill as a major skill is just wasting their choice. Its not enough for a skill to just have a little advantage.

One thing I would like to see is acrobatics and athletics consolidated. And make them actually useful like the ability to do some mirror's edge stuff (I know its a long shot, but it would be awesome). Maybe NPCs that are good at it can too.

Speech was pretty useful in Fallout 3, but not enough. They should make it even more useful in TESV. A character with maxed out speech should be able to talk their way out of almost everything.

Also, kill the lock minigame. But give players the ability to bash stuff, only some doors/locks are too strong, or if you bash stuff you have a chance of destroying the items in the container (i.e. kotor 1 or 2, cant remember). Also NPCs will notice you making a lot of noise. Picking a lot should be based almost completely on character skill.

Bring back enchant. Expand the spell tomes thing to the primary way players learn/use spells. That way pure magic characters have some encumberance with spell tomes (maybe for powerful spells they have to keep the books on them to use). No more spending a ton of gold to have a 'spell vendor' teach you a spell. Instead spend it on books (spell tomes).

More fluid combat also. Make it more realistic like swordplay then finishing stab. You shouldnt be able to just slash someone with heavy armor to death with a dagger. Also heavy armor should offer more protection but decreased mobility. Light armor, the converse. Bring back unarmored for super mobile characters. Let them dodge out of the way of stuff (maybe add a dodge portion to the block skill?). Bring back spears, crossbows, and throwing weapons. Make two handed weapons actually useful.

Make NPC interaction even better than it was in Fallout 3. This is one of the areas that I think the elder scrolls has lagged behind in for some time when compared to other rpgs (mass effect is getting old now).

Make uber stuff to do for uber characters. If someone is really high level, then maybe they can fight a small army. Also more epic rewards, like becoming the count of a city or something (I liberated a whole city (kvatch) and all I got was some stupid enchanted chainmail shirt?! why bethesda why?!). If you save the empire they should reward you with a feifdom, not just some fancyshmancy armor.

Thats all I can think of now...
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zoe
 
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Post » Fri May 27, 2011 3:37 pm

200+, next thread please :)
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Pants
 
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Post » Fri May 27, 2011 10:33 am

If they could get away with actually increasing the size of the gameworld AND filling it with more locations, settlements, places to explore etc I would definitely be up for that. I have no idea about the technical limitations, but I just assumed that in order to fit more explorable locations in they'd be forced to reduce the overall size of the gameworld.

That simply depends on one thing, EFFORT. They just have to DO it that way and not slack saying "lets just brush over it and call it done".
And actually having randomly generated environments (i don't mean constantly re-generated but randomly generated once to MAKE the world) does work, Dwarf Fortress has fully randomly generated environements and some are AWESOME.

As i said, just make the general area and setting, randomly generate over it, let the anvironment "age" and then split up in teams and fine tune it.
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Assumptah George
 
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Post » Fri May 27, 2011 8:15 am

Some thoughts on the mercantile system:

3. Expensive items should become cheaper as they become more common. That first Daedric sword the player finds might be worth 20000, but after he's raided enough ruins to retrieve thirty of them and dump them on the market, the price should drop drastically.


This is a problem with Oblivion. There should be maybe 4 or 5 daedric longswords in the game. Maybe. And 2 of those are going to belong to a high level NPC or creature like a dremora.

I don't want the bottom to fall out of the daedric weapon market due to over saturation. These weapons are not simply expensive, they are ancient and unique. They are never common.
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maya papps
 
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Post » Fri May 27, 2011 11:27 am

i think some people have talked about physics but i don't think anyone have mentions specifically how all items seem to be made of plastic when they move around the game world. i can put a bunch of items on the ground and shoot a fireball/throw a grenade and they all behave as if they have the same weight. i can put something that would weigh 100s of pounds on a shelf and then my character or an npc bumps into and it falls off the shelf like it was a plastic toy.

i would like to see the weight of items factored into how the items behaves with the games physics.
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leigh stewart
 
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Post » Fri May 27, 2011 4:00 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1054161
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Isabella X
 
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