Your perfect Skyrim

Post » Wed Mar 30, 2011 8:48 am

Better voice actors

Spears/Crossbows

Quests have alternate routes, and said routes actually impact the quest. (Fallout 3 and NV did this okay.)

Spell Crafting

Better balanced level scaling

An increase of hand placed loot and items/unmarked quests. Again, Fallout 3 did this extremely well. New Vegas not so much.
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Stephani Silva
 
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Post » Wed Mar 30, 2011 12:24 pm

- Fixed placement of items in a house. Nothing like physics wrecking your trophy room!

- A return to soulgems containing the name of the creature contained.

- Repeatable quests that don't break immersion, combined with slower progression.

- Factions you can gain standing with that aren't necessarily guilds.
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Trevor Bostwick
 
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Post » Wed Mar 30, 2011 3:12 am

I'm thinking you don't know what a strawman is, because a strawman that is not. A strawman is when someone places the same basic idea as the first person down in the argument with only a few things changed and tries to have the person pick apart their own argument. I didn't use his same idea at all, I was quoting one line that I said was basically the SIMS meets Java game that has never been in TES and never will. That's not a strawman...


Just to be pedantic, either you're suffering a momentary lapse of clarity, or you've mischaracterised strawmen. You make it sound like it involves someone undermining their own position, because they don't realise that the position they are attacking is just a cosmetically different version of their own position. But that's not it at all.

A strawman is a position that no-one holds (at least, it's a position not held by anyone in the relevant debate). That's why arguing against a strawman is unpersuasive - you're not going to rationally move your opponent if you're arguing against a position they do not hold!
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Genevieve
 
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Post » Wed Mar 30, 2011 1:31 am

Mine?

Mine would directly oppose the deep seated premise of the recent series; so its not something I'd ever expect.

But I would want a game that uses all of my desktop's physical and logical CPUs, and GPUs to support a world like Dwarf Fortress (for lack of a better example)
(perhaps even generating that world on install, or with a new game). The graphics should be equal or better to Oblivion/FO3, but I'd accept far poorer graphics in exchange for the dynamic world.

Main quests and side quests interwoven with generated quests and areas. Forgotten dungeons with or without much in them; inhabited or not; but there ~existent, and demonstrating the world's lost centuries.

A world of "multi-factioned" NPCs with varied allegiance to several groups (some obvious, some concealed), and a state of the art chat-bot to dynamically alter their text based dialog... based on world events that occur directly, indirectly, or even entirely unrelated to my character's actions in the game. A game that uses a database to record all pertinent* actions by the PC, and derive possible consequences (and uses the CPUs & GPU's to calculate weighted odds for various events... a digital domino effect that could cause calamity or curious fortune ~or nothing, or just minor changes that make every single player's game slightly different). (And quests popping up due to some of these events.)

*Pertinent: A tricky thing to actually detect... to be sure.

If my PC summons undead in a cellar for a fight, and forgets them after it ends ~leaves, and the town folks resume their lives... the undead should still be in their cellar, possibly hostile; possibly spreading disease.
If my PC lets a villain escape (or just loses them), then they continue being a villain ~possibly getting killed in the act ~or killing others... or even looting a place before I find it... or waiting there in ambush, now armed with fearsome weaponry. Imagine if TES6 had posted crime reports available for the night before; and if the mugger that would have accosted you, had accosted someone else and left them dead on the street ~or had failed to catch them and they escaped to call the guard... dynamically.

Imagine that you could hire a thief to rob a place for you, and the next day they return with the loot ~or don't, or they turn up dead. Imagine that if you chose... you could show up at the house ~magically invisible with a spell, and see the thief doing the robbery ~and even have his own skill checks potentially revealing you to him. Imagine you were to reload the game and play that whole event five times, and on the fourth time hear him curse to himself that he should just make a run for it with the loot ~and him decide to leave town instead of deliver what you paid him for; but had you revealed yourself, and spoke to him, the odds would have shifted, and the thief made less likely to betray you ~or decide to backstab you on the way home.

I'd accept such a game (and pay full price) even with Diablo 1 style graphics if it could pull it off.
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Lil'.KiiDD
 
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Post » Wed Mar 30, 2011 2:40 am



I'd buy that game. As a matter of fact, I'd be willing to pay quite a bit for that game.
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Izzy Coleman
 
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Post » Wed Mar 30, 2011 10:18 am

A free baby panda with every copy of the game.
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Kat Ives
 
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Post » Wed Mar 30, 2011 3:04 am

A free baby panda with every copy of the game.
Maybe just the http://www.uncommongoods.com/product/panda-poo-paper. :lol:
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Dean Ashcroft
 
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Post » Wed Mar 30, 2011 1:15 am

Wall of text follows:

Spoiler
First - I want to pick a race and a gender.

I want that character, by dint of race and gender, to have particular attributes - particular amounts of strength, speed, endurance, intelligence, agility, personality and luck. Then I want the ability to reassign points from one attribute to another, but with a cap on each one, again depending on race and gender. So, if inclined, I can make an Orc, for instance, who's notably more intelligent but weaker than the norm for Orcs. He wouldn't be more intelligent than the most intelligent of Altmer, for instance, but he would be intelligent by Orcish standards. But he'd have to give up something for that. That is, to me, fundamental to roleplaying. I don't consider limitations placed on characters based on race to be some sort of onerous burden (and I'm sincerely baffled by the notion that they are) - I consider that a fundamental point of having different races. I didn't play an Orc mage in Oblivion because I wanted to play a green mage with fangs - I played an Orc mage in Oblivion because I was enticed by the challenge of playing the character in a way that was contrary to his racial tendency. That wasn't a problem - it was the very point. And to fully appreciate that challenge, that's the way the character has to be from the start. I don't want a formless blob of an Orc to simply end up a spellcaster because that's the choices I clicked on when the perk fairy visited in the middle of the night - I want him to end up a spellcaster because he was notably intelligent, but weak, by Orcish standards. Ditto my Bosmer tank or my Nordic thief.

Then I want to follow that character out into the world and just watch as s/he does things - sit back and push buttons and see what happens. If s/he gets in a fight, then the primary thing that should determine how well s/he does in that fight is his/her fighting skills, NOT my button-pressing skills.

And I want those fights to happen logically. I don't want to be walking down a well-traveled road, regularly passing patrolling soldiers, then come across an eight foot tall minotaur pacing up and down. What the hell are the soldiers doing? He's eight feet tall! Don't tell me they didn't see him. And, corollary to that, I don't want to leave the road and start striking out through the forest, only to see nothing but butterflies and trees and maybe the occasional bedraggled wolf. That's where all the minotaurs should be - not pacing up and down the road. And I want it to become increasingly dangerous the further afield I go, with absolutely no scaling for my character. I want to relive the terror I felt in Morrowind, when my low level character would top a hill and see a Daedric ruin in front of him and the hair would stand up on my neck as he dropped into a crouch and slowly backed back down the hill and then gave the ruin a very wide berth, terrified the whole time that something might see him.

I don't want to micromanage stats or perks or anything like that. That's the point of creating a character of a particular type in the first place. S/he just goes out into the world and does whatever it is that s/he does and becomes whatever it is that s/he becomes as a result. If the character runs a lot, I want him to become better at running. Not because I clicked on the running perk when the perk fairy visited, but just because a character who runs a lot gets better at running. If s/he fights with a sword a lot, s/he should get better at fighting with a sword, steadily, incrementally, in the background, simply as a result of using the skill.


Beyond all that - I want to walk into a town and talk to people and learn things. If I'm to be given a quest, I want someone to describe it. If it requires that I go somewhere, I want them to give me directions to get there, or at least tell me that someone else, who knows the land better, can give me directions, then I want that person to actually give me directions. I want to be able, if I'm skilled enough, to be able to find anything in the game without once looking at a map. If the way to get to the cave is to follow the road out of town, turn left at the first fork, follow the path up the hill until I get to the leaning rock, then turn to the south and follow the flank of the mountain, then I want to be told that that's the way to get to the cave, so that I can then go out and (try to, at least) follow those directions and find the damned thing on my own.

I want to have to make decisions that mean something. If somebody offers me a quest and I'm not interested in doing it, I want to be able to turn it down. And I want that decision to have consequences, all around. If that means that somebody dies - so be it. If that means that my character's reputation goes down amongst the townspeople - so be it. If that means that other things are closed off to the character - that s/he can no longer get another quest in town that depended on successfully completing the first one, or that depended upon a now-unattainable good reputation with the quest-giver - so be it. There should be choices and they should have consequences. If I want to do it a different way, I'm not only able but willing to create a new character, with a different viewpoint, who will do it a different way.


Ah... and even with that wall of text, I could go on, but I've lost steam for the moment.....



That was wonderful. I want this too.
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i grind hard
 
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