- No more HP with it being replaced by damage to body parts instead
Why?
All that needs to be done is that when hit into the head, more HP is lost and when hit in limb, less HP is lost.
Sure, you could go into more depth with that limb damage (ie. take too much damage to legs and you will walk/run slower), but still, HP system should stay.
- Skyrim culture appropriate throwing weapons
Mother of a...
With this kind of logic we should be only able to play with Nords in Skyrim. :dry:
Will people stop with this crap about 'appropriate' stuff when we have katanas and other weapons in Tamriel.
So what if we have throwing stars in Skyrim?
From my experience with TES games I can tell that Bethesda takes real world stuff and puts them in a game on it's own special and unique way, so arguments like 'this is anime BS and will not fit' don't work.
Think outside the box for crying out loud!
- Only one boss enemy per dungeon
Why?
If it's some huge dungeon, it could have more of them.
Not that it has to, but see no reason why not.
- Rare instant kills, affected by luck and agility stats
O... M... F... G...
This is one of the worst ideas I've ever seen!
NO!
I don't have anything against instant kills, but make them skill based, not luck.
Anyway, what I want is that something is done with that bloody fast travel and pointer on compass.
Also, I would like to see Necromancer's Guild and an ability to become a lich and see http://the-elizabethan-era.wikispaces.com/file/view/rapier_sword.jpg/102247717/rapier_sword.jpg and http://www.swordsofmight.com/images/products/detail/Green_Destiny_Sword.1.jpg as one of the weapons.
So, what I want is:
- Necromancer's Guild and an ability to become a lich.
- A Morrowind-like fast travel alternative to Oblivion [censored] fast travel.
- Option to remove pointer on compass that shows us where to go and make NPC give us more info about the quest instead so we can find our way, just like in Morrowind.
- Chinese sword and rapier for weapons.
Also, my dream is also to work for Bethesda one day. :tes:
The problem with the HP system is that it introduces the hack-slash-drink a potion-repeat style of combat to the player. . and that's lame. and boring. It also means that the designers can create an awesome game with a bad combat mechanic.
I believe the comment about "appropriate weapons" is based on my idea of the throwing axe, and you missed the point of my comment about wanting to throw axes in Skryim, while understanding it exactly. Well done. I have nothing against throwing stars, throwing knives, throwing darts, throwing spears or even throwing slaughterfish. They could all be equally awesome in Skryim, although the idea of a throwing slaughterfish looks the most doubtful.
I personally want to role play a viking-style hero, and for me that will be boring if I have to rely on bows for ranged weapon attacks, rather than a throwing axe. I might as well be a Dark Elf or a Wood Elf, and then the joy is gone because I'll never grow up to be a proper viking. The point of my comment was about increasing the variety of types of weapons available in Skyrim, throwing axes being a specific example about the developers increasing the range of uses available to a particular existing weapon, (the idea of throwing an axe when duel wielding could be a perk, particularly as this doesn't go against the M'aiq the Liar explanation) if they didn't want to include more and more texture files.
When I said in my first post, only one boss per dungeon, what I actually meant was theres a lack of attention to detail in the variety and number of creatures in monster and daedra dungeons.
I'll overly explain that idea in more depth in this paragraph: In Monster and Daedra dungeons, it felt like you were playing a game. It didn't feel like you were watching a horde of say, trolls, serving their minotaur lord, it felt like you were watching one troll and one minotaur lord, albeit the troll was cloned several times. So what I'd like to see in Skyrim is more variation in monster and daedra enemies. I'd like to see 7 wolves and think "impossible odds" and back out of there, rather than start counting up potions and decide whether I have enough to kill the same wolf 7 times. If the AI combat can't provide that (and lets face it, it's damn hard to make a combat AI as realistic as a human, which is why the rebels in Libya aren't being fought by robots right now), then at the very least I'd like to enter a dungeon to see an imp, two trolls and a spriggan, rather than think "Oh great. Another cave with a pack of trolls". I never had this issue in the NPC dungeons, because the different races, armor and weapon loadouts made them feel individual.
Your idea about Chinese Swords and Rapiers is awesome.
I think it's interesting how most of the weapon comments aren't "give us more detailed weapons" but give us weapons more personal to us, either because they are altered in appearance (Saw something about jewellencrusted weapons somewhere) or because the choice gives us more to play with.