what you want removed

Post » Sat Feb 19, 2011 6:13 am

Spell scrolls!

And I think potions shouldn't overlap what spells can do. If there's a healing spell, I want there to be no healing potion.


What about the people who play a warrior or a thief? Shouldn't they be able to heal? No, this will never happen
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-__^
 
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Post » Fri Feb 18, 2011 11:20 pm

1 . Level scaling.
2 . Persuasion.
3 . Fast Travel.
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Mrs shelly Sugarplum
 
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Post » Sat Feb 19, 2011 10:00 am

What about the people who play a warrior or a thief? Shouldn't they be able to heal? No, this will never happen
How do you think they healed in the game series before spell scrolls?

That's right, the medical skill and resting.
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Alan Whiston
 
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Post » Sat Feb 19, 2011 10:37 am

Well we need blunt for the blunt damage and blade for the slashing damage. You're not going to take on a skeleton warrior with a sword or a bow and arrow.

Spell scrolls prevent the mage's guild from being an interesting faction. In the last game they didn't even require specific spells for anything, and the one time they required spellcasting, they provided all the scrolls on location that you would need to complete the puzzle. With spell scrolls, anyone can cast teleport or banish daedra. What is there to even look forward to as a mage when the level one barbarian can whip out just as much magical power with his scrolls? How does he even read the daedric writing on them? Spell scrolls were always a bad idea for the series, and the games were better in role playing before them.

Agree with you with different weapon damage from different weapons, would like something more like the magic resistances who is handled pretty well. Bunt work best against heavy armor while blades do more damage.

Scrolls was powerful in Morrowind where you could buy ten packs of summon golden saint scrolls. In Oblivion they are far less useful as it’s hard to get one with the effect you want, have used few and mostly just to test the spell. So they can be removed as they are almost useless not because they are powerful.
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Robert Devlin
 
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Post » Fri Feb 18, 2011 10:33 pm

Spellmaking and Enchanting. Making your own spells like it was a piece of cake destroys immersion. There should be a set number of spells with unique names that you can learn from scrolls and trainers but that's enough. If you make these spells interesting by adding a description and unique icons that's all we will ever need.

Enchanting is also gamebreaking because you could make a full set of armor enchanted with shield and then next to nothing could hurt you. It can exist as a skill instead with limits on how strong enchantments you can make.

Think most people including me would see this as dumbed down the game to fable level and below. The inability to delete spells destroys immersion as you has to reload after making and testing new spells, spellmaking and enchanting is half the fun, without them the game would be far less interesting.

Personally I don’t see Oblivion as dumbed down compared to Morrowind except from the quest compass. Yes lots of stuff was cut but changes to magic and enchanting were made to reduce obvious exploits and balance the game. In my opinion the changes was mostly good but enchanting and spellmaking was cut more than they should be, why not two cheap constant effects like detect life and water breathing on a item? Are restore fatigue 2 / second constant effect game breaking? They got lazy and cut more than they had to.

Yes you can add shield to your armor but armor rating is cut at 85% anyway and this stops you from getting other enchantments. You got the best shield effect from sigil stones anyway not by enchanting. To get any real effect you would need grand or black soulgems, hard to get grand souls at low level and black require knowledge about them.
You can make some pretty lethal weapons with custom enchantment, but they require knowledge, testing and have very few charges.
Yes you can make a chameleon suit but that is pretty boring.
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Kaylee Campbell
 
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Post » Sat Feb 19, 2011 12:54 pm

Stealing in Morrowind was totally broken, could make stealing from shops almost game breaking. If you stole some generic item from a merchant like a diamond all diamonds even the ones you bought from him would be tagged as stolen and he would attack you if you tried to sell one to him.

Oblivions system worked well enough, other option is to drop the stolen flag on cheap generic items like ingredients, and let the other items be sellable to other merchants.
I agree that a karma system don’t fit in Elder scroll,

Ah I never noticed that problem in Morrowind, probably because I also had other places to sell all my stuff. But I just tested this and yes you're right. But that's a fairly simple fix, just give every individual item a seperate id and when you steal it only flags that one id. Say if a shop keepers diamond is "ingred_diamond_853" Then only if you sold that specific diamond back should it be a crime. Although I guess the problem comes in where items stack. There's no way of telling which one the 10 diamonds was hers. I guess a flag in the inventory saying that an item was stolen would be fine, but once I drop the item again it shouldn't say "steal" except in your inventory. That would take care of my main problem I guess.
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Louise Dennis
 
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Post » Sat Feb 19, 2011 1:03 am

I don't really want anything removed as much as I just want some things replaced.
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Roy Harris
 
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Post » Sat Feb 19, 2011 2:03 am

Quest marker. Nuff said.
Also fast travel. And level scaling. And tabbed menus. And levelled items. And any bugs.
But definitely the quest marker.
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xemmybx
 
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Post » Sat Feb 19, 2011 1:18 pm

Level scaling, No more axes under blunt(Seriously) Remove Bandits in glass, and Marauders in Daedric, remove the Quest marker, or at the very least, make it an extra.

remove fast traveling (have teleport spells and travel services in the towns instead).
Remove the persuasion and lockpicking minigame (or improve the system significantly).
Remove the constant effect on all enchanted apparel, and cast on strike effect on all weapons (let people choose what they want when they enchant, also put cast when used back into the game).

I say don't make stealing so clear cut. Do it like in Morrowind. A player would have to use common sense as to whether something was able to be taken or not like in real life. If it's not yours, don't take it, or there may be consequences. That way if you take something of someone else's it wouldn't appear stolen in your inventory and/or want to showcase it in your house, it wouldn't say "Steal *item*" when looking at it. And you could sell the item to anyone except the person you stole from. That is just something that bothered me in Oblivion and Fallout. And definitely no "karma" loss, or anything like that, cause who would know that you stole something?

^ These. Also psychic guards and overpowered scrolls. I don't see the problem with scrolls having relatively weak effects for beginning characters, warriors or stealth classes, but PLEASE no "Scroll of Epic Smiting".
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Rachell Katherine
 
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Post » Sat Feb 19, 2011 7:12 am

the console commands for things like setting skills and toggling god mode.
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Sabrina Schwarz
 
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Post » Fri Feb 18, 2011 9:49 pm

Level scaling, No more axes under blunt(Seriously) Remove Bandits in glass, and Marauders in Daedric, remove the Quest marker, or at the very least, make it an extra.
Yeah! Seriously, axes have a blade on them, they should be under the blade skill! :P

Though, the only problem you have with that mix is the name, as the usage of the weapon types are similar. Most maces aren't too blunt, and http://www.trueswords.com/images/prod/c/TS-MEDHAMINF_540.jpg aren't very blunt either.
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MARLON JOHNSON
 
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Post » Sat Feb 19, 2011 7:32 am

Though, the only problem you have with that mix is the name, as the usage of the weapon types are similar. Most maces aren't too blunt, and http://www.trueswords.com/images/prod/c/TS-MEDHAMINF_540.jpg aren't very blunt either.

It's not at all realistic to think the game designers can account for every single style of weapon use since pretty much every weapon is unique and have different techniques. It is, however, extremely silly to think of an axe as used in the same manner as a stick. I can forgive the extremely broad and generalized weapon skills if they make sense. Axe = stick does not make sense.
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Jinx Sykes
 
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Post » Sat Feb 19, 2011 12:26 am

I look at it the same way magic is handled.

If you have a problem with axe+stick both being under the same skill, why don't you have a problem with Invisibility and Charm and Paralyze under the same skill??

I'm good at making myself invisible and somehow it also means I can charm the pants off NPC's?

Turning undead and conjuring scamps under the same skill?

And Alteration... breathing water, open locks, shield and feather, lolwut?
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Brian LeHury
 
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Post » Fri Feb 18, 2011 10:53 pm

I would expect (and sincerely hope) that the leveling system from Oblivion will not appear. It was fun while it lasted, but took away the challenge of adventure.

Other things I would like to see removed are pauldrons connected to the cuirass, the pairing of boots and guantlets. The things i want to see added existed before in the series, such as visable clothing under armor.

I dont think fast travel should be removed though. Reason being, its saves tons of time, and would turn those who are accustomed to it away from the game. Its kinda hard to go back to Striders after you get the option to fast travel. However, I dont think you should be allowed to fast travel to a quest location if you have discovered it previously.
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Carlos Vazquez
 
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Post » Sat Feb 19, 2011 12:19 am

I think this still fits in suggestions and:

if you are playing s level 40 barabrian who can't carry potions, you are a little weak. Regardless, you have to try and balance your character so your not entirley depedant on potions (unless you are an alchemist of course.)

I agree somewhat with your second point. Items should have a weight, and your weight limit changes with strenght/endurance, but size doesn't. To upgrade the SIZE limit of what you can cary, you should be able to by a new backpack/horsepack/carridge/house.


The story and sideplots are always wonderful to play, but more scripted/cinematic events would be great.

If I had a major gripe with the series (this includes Fallout games too) it has to the leveling system and the AWEFUL AWEFUL ANIMATIONS ... *shudder*
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Holli Dillon
 
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Post » Sat Feb 19, 2011 10:25 am

It's not at all realistic to think the game designers can account for every single style of weapon use since pretty much every weapon is unique and have different techniques. It is, however, extremely silly to think of an axe as used in the same manner as a stick. I can forgive the extremely broad and generalized weapon skills if they make sense. Axe = stick does not make sense.
An axe is something attached to a stick, in the way that a mace or warhammer are. Warhammers and maces aren't sticks either. Change the name to something sensible, like Mauls.
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Kevan Olson
 
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Post » Sat Feb 19, 2011 9:58 am

There is absolutely nothing I want to be removed (from Oblivion) for The Elder Scrolls V.
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Tracey Duncan
 
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Post » Sat Feb 19, 2011 4:39 am

hahaha the easiest question in the elder scrolls series! the glitches and bugs!
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Vickey Martinez
 
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Post » Sat Feb 19, 2011 8:32 am

1. The horrible console UI. Why can't I just press M for map? L for quests? I for inventory?

2. Indoor to Outdoor loading.(and vice versa). Old Tech in general. Stuff like this is in new games that don't use the old Gamebyro.

3. Level Scaling

4. Crappy spell system. Needed mods to make it as good as a melee/archer character.
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KRistina Karlsson
 
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Post » Sat Feb 19, 2011 10:43 am

Other things I would like to see removed are pauldrons connected to the cuirass, the pairing of boots and guantlets. The things i want to see added existed before in the series, such as visable clothing under armor.

Oh yeah, this was another thing I wanted. More customization. I don't mind that the guantlets and boots are pair as much, but I would like pauldrons to be separate.

And another thing, something that really killed some of the challenge and overall feel of the game, was that there were "essential" characters. How would I capture Vivec in a soul gem if I couldn't kill him? Everybody should be killable, although a warning should be given if that npc was essential to the quest.
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Chelsea Head
 
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Post » Sat Feb 19, 2011 8:33 am

This is just another Ideas and Suggestions topic, http://www.gamesas.com/index.php?/topic/1142688-tes-v-ideas-and-suggestions-186/
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Stacyia
 
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