Which skills would you like returned or added in TESV

Post » Sat Feb 19, 2011 11:48 am

There is an Herbalism mod for MW that ties harvesting success to one's skill, with the greater possibility of getting multiples from one plant at high skill levels. It also incorporated the chance of finding seeds, if I recall.

Alchemy in OB was tied far more closely to the stats of the apparatus than to one's skill (sadly, the reduction of the importance of skills in OB was trend which affected everything in the game). Morrowind's chance of failure appeared to be unrelated to the quality of the apparatus, which bothered me to no end; there was no voluntary way to balance things betweeen potion strength and difficulty. Wouldn't it make more sense to have a risk of failure based on the quality of the apparatus: higher grade apparatus requires greater skill to use without increasing the risk of failure. Also, the relative strength of an ingredient in a potion could depend on whether it's the primary, secondary, etc., effect that you're using. A potion made with the primary effects of two ingredients would be more potent (and easier to make) than one made with a primary and a tertiary effect, or two ingredients' fourth effects. Of course, by the time you could recognize and use those fourth effects, your skill would be high enough to use the most powerful apparatus with relative ease, and therefore still make a potent potion from them. That would make "simple" and basic potions using two primary effects easy to do by novices with cheap tools, but it would take a true master of the art with good equipment to make effective use of the most esoteric effects, not just any high level character with some pricey gear.
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Bitter End
 
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Post » Sat Feb 19, 2011 10:15 am

I voted A New Skill:
Bethesda, please bring us players dual-wielding! I always make Mages and Assassin's on my RPGs. I don't get the true feeling of being an assassin without the dual blades :/
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Jack Walker
 
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Post » Sat Feb 19, 2011 1:38 pm

and add a vats type system like fallout has so sweet with cinimatic


What? VATS in TES? It has nothing to do with TES. And if by some incredibly freak chance they would implement it, thousands upon thousands of fan boys (or girls) will go on a rampage and burn Bethesda Studios to the ground.. They're already complaining about fast-travel (which is completely optional) for Jebus' sake.
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Yvonne Gruening
 
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Post » Sat Feb 19, 2011 8:53 am

I would like a Climbing type skill, that would make a Thief type character have more options of burglarizing than just "Enter through ground floor."

Maybe have a setup like that dude in Thief of Virture, enchanted arrows with ropes to climb, maybe grappling hooks, spiked gauntlets?

It would have to be goverened by Strength, I would say.
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kiss my weasel
 
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Post » Sat Feb 19, 2011 8:01 am

What? VATS in TES? It has nothing to do with TES. And if by some incredibly freak chance they would implement it, thousands upon thousands of fan boys (or girls) will go on a rampage and burn Bethesda Studios to the ground.. They're already complaining about fast-travel (which is completely optional) for Jebus' sake.


so is vats you are under no obligation to use it and as for fast travel it has always been a part of the elder scrolls from day one with daggerfall so if you dont want the option ...sorry but i think thats a too fn bad situation there but vats is sweet for view purposes and i love it and i always love the elder scrolls played since the beginning dude.
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Katie Pollard
 
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Post » Fri Feb 18, 2011 10:01 pm

I know vats is not an elderscrolls thing but I had to say its something I would like to see in TESV .... Fallout uses the same system as TES so it would not be a stretch for them to add it and where are these hordes who hate fast travel... never talked to one myself ..if you dont like fast travel dont do it, use a little willpower no body says its a prerequisite of the game... same with VATS if you dont like it use iron sights in fallout ...as in TES use the little x or none ..... all game options are just that options.. dont limit me just because you dont like or dont have the willpower to avoid something you dont like... condiments are an option at McDonalds dont like em tell em no ketchup or no mustard or no onions but dont say they shouldnt offer them because you dont like em lol... the very idea is silly and arrogant.
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Chloé
 
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Post » Sat Feb 19, 2011 7:30 am

More skills than in Oblivion for sure, they should add back all the old skill and add some new ones as well.

My suggestions:

1. Necromancy. A new set of spells that focus on raising the dead, shadowy attack spells and dark rituals. Public use could be reason enough for arrest.

2. Throwing weapons. This would include javelins, throwing axes, throwing daggers and perhaps more. A powerfull short range attack.

3. Horse riding. Horses could become more prominent in the next game, including mounted combat. Improving this skill can improve your manouverability, speed and can improve horse hitpoints.
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Spencey!
 
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