TES V Ideas and Suggestions # 143,

Post » Sun May 01, 2011 9:47 pm

  • No Fallout 3 perk system.


:confused:

That was one of the best things in Fallout 3. It was the best way to make your character really unique. Why would it be bad for TESV?
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Miss K
 
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Post » Sun May 01, 2011 7:36 pm

Because the FO3 perk system affected gameplay too much and gave way too many perks?
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Amelia Pritchard
 
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Post » Mon May 02, 2011 2:37 am

Because the FO3 perk system affected gameplay too much and gave way too many perks?


Is that a question or a statement?

Because thats exactly what made it great. Sure it could be toned down a bit, and make more perks selected when you start the game. Or maybe you have perks are only selected when you create your character. But anything that can make roleplaying as someone/something easier and actually matter in the game world sound great too me.
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Kelly James
 
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Post » Sun May 01, 2011 3:15 pm

:confused:

That was one of the best things in Fallout 3. It was the best way to make your character really unique. Why would it be bad for TESV?

I'm personally against perks as there really isn't anything that couldn't be done via a reworked skill system and reintroducing a heavily overworked advantages/disadvantages/character traits system. Plus a lot of perks that where in Oblivion where heavily artificial and some even broke game mechanics.
I don't know which perks Fallout 3 had but still i'm generally against a perks system.
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Breautiful
 
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Post » Sun May 01, 2011 4:13 pm

There really isn't anything that couldn't be done via a reworked skill system and reintroducing a heavily overworked advantages/disadvantages/character traits system.


Well, if we don't have that, I would like to at least have Fallout 3 perks. But I would just like for my roleplaying to matter in the game world. I can be a knight class in Oblivion, but people will still treat me the same as if I was a thief or a mage. There's not a lot of ways to define your character in the game world, except inside your head. Guilds don't work that well, since you can be the head of every one of them.

Plus a lot of perks that where in Oblivion where heavily artificial and some even broke game mechanics.
I don't know which perks Fallout 3 had but still i'm generally against a perks system.


Oblivion perks are nothing like that from Fallout 3. Fallout 3 perk system, I felt was really cool.
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leni
 
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Post » Sun May 01, 2011 6:35 pm

Well, if we don't have that, I would like to at least have Fallout 3 perks. But I would just like for my roleplaying to matter in the game world. I can be a knight class in Oblivion, but people will still treat me the same as if I was a thief or a mage. There's not a lot of ways to define your character in the game world, except inside your head. Guilds don't work that well, since you can be the head of every one of them.

However the problem there was that the NPCs where far to flat, you know how many bases there where how they treated you? TWO, how much they liked you and how high their "attack" value was. Seriously, try to build a realistic system where people really show difference in their behaviour outside of what has been hard scripted on them with such a system.
And one question, why should they treat you different depending on your profession? Sure there can be some difference but I'd rather have them treat you different depending on what they know about you and what character the NPC has.
The personality system has to be FAR extended, just having two fields that completely dictate how people treat you is far too little.

Oblivion perks are nothing like that from Fallout 3. Fallout 3 perk system, I felt was really cool.

Took a look at a list of Fallout 3 perks, they are a bit better but i still don't feel too comfortable about them, many do feel strange and could b recreated by a overworked skill system.
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Wane Peters
 
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Post » Sun May 01, 2011 7:44 pm

And one question, why should they treat you different depending on your profession? Sure there can be some difference but I'd rather have them treat you different depending on what they know about you and what character the NPC has.


Well, not so much my proffession (considering they probably wouldn't know that unless I told them) but how you look. If I'm walking around town in heavy armor with a big warhammer, people are going to treat me differently then if I'm walking round with a little dagger and a hood, or if a have a fancy suit or just sack cloth clothes. Also, depending on how intelligent I am and how likeable I am. Thats mostly what I mean. Not so much profession, but attributes and appearance.

So basically, just what you said ("what they know about you and what character the NPC has") is what I meant. :embarrass:

The personality system has to be FAR extended, just having two fields that completely dictate how people treat you is far too little.


I agree.

overworked skill system


This intrigues me... what do you mean by an overworked skill system?
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Ridhwan Hemsome
 
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Post » Mon May 02, 2011 1:26 am

However the problem there was that the NPCs where far to flat, you know how many bases there where how they treated you? TWO, how much they liked you and how high their "attack" value was. Seriously, try to build a realistic system where people really show difference in their behaviour outside of what has been hard scripted on them with such a system.
And one question, why should they treat you different depending on your profession? Sure there can be some difference but I'd rather have them treat you different depending on what they know about you and what character the NPC has.
The personality system has to be FAR extended, just having two fields that completely dictate how people treat you is far too little.


Took a look at a list of Fallout 3 perks, they are a bit better but i still don't feel too comfortable about them, many do feel strange and could b recreated by a overworked skill system.


Daniel Kay, I really like perks, but you've allways stand for your word about not introducing perks and I give you that :goodjob: . I really like fallout perks myself, but oblivion should not copy fallout3 perk system. Im thinkin more like a skill tree, similar to diablo 2.

Im thinking that when you lvl up, and you want to add a new perks/feat/abillity/whatever it is called these days, you seek out a fighters guild member (as an example) and he will teach you 1 new ability or upgrade and already choosen ability from the combat skill tree. Oh, and you can only learn 3 abilities pr level.
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Trent Theriot
 
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Post » Sun May 01, 2011 4:22 pm

I want:
  • Legs visible in first person.
  • Ability to climb trees
  • Weapons and shields drastically affect players ability to swim
  • armour should have negative, particularly heavy armour. Mainly for things like swimming, climbing stealth and other things.


Preferably I want less emphasis on a 3rd person perspective as it takes up valuable resources. Which I would prefer to only use 3rd person for videoing purposes.
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daniel royle
 
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Post » Sun May 01, 2011 2:57 pm

Well, not so much my proffession (considering they probably wouldn't know that unless I told them) but how you look. If I'm walking around town in heavy armor with a big warhammer, people are going to treat me differently then if I'm walking round with a little dagger and a hood, or if a have a fancy suit or just sack cloth clothes. Also, depending on how intelligent I am and how likeable I am. Thats mostly what I mean. Not so much profession, but attributes and appearance.

So basically, just what you said ("what they know about you and what character the NPC has") is what I meant. :embarrass:

Yea being visually different is something different again, there i agree :)

This intrigues me... what do you mean by an overworked skill system?

I'm working on a extended skill system and overworked character creation. This skill system would split the current skills up into sub skills while mergind some and splitting other. And if you really split it up a lot of things can be represented by skill combinations, for example instead of having a "critical strike" perk or skill it's more a combination of your combat skills and anatomical knowledge, a possible subskill of "medical".
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Maddy Paul
 
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Post » Sun May 01, 2011 6:36 pm

Theyre needs to be artifacts. Like Morrowinds Famed Artifacts of Tamriel. I found it quiet fun searching around and dungeon hunting for these items to add just one more to my collection. ive noticed very few legendary Aritfacts in oblivion side from the Deadric Artifacts.And Werewolves. Bloodmoon styled werewolves.and Morrowind style khajiit to work. put those game mechanics to work at their limits! let the races be truly unique from one another.Not Just humans with a tail and head and different skin texture.And Crossbows!Bring back the crossbows. im not much of an Archer some like me Prefer the ease of use that is the crossbow!
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lucile
 
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Post » Sun May 01, 2011 4:20 pm

- people sleep under covers. Presumably, the same type of system would allow both flexble banners (adaptive meshes so that the sleeper doesn't clip through the sheets) and multistated items (not sure what else you'd need items that could have multiple appearances depending on what an NPC is doing, but the idea is almost certainly reusable)

- water. There are how many different water mods? And how many people c omplain about the look of each? What gets me is that I've seen a lot of water in my lifetime, and all water is not created equal. Take Houghton Lake in Michigan: you can see approximately 4-5 feet down under ideal conditions. At Palms Book State Park, you can see thirty or more feet down under less than ideal circumstances. Can the water system be altered to allow bodies of water to have different clarity levels?

-weather. People have lots of ideas, but the one that's most missing is wind. Especially on water. Yes, Bethesda, fluid dynamics is not that excessive, but could we have it done right over the next couple of games?

-idiosyncratic NPC behavior. Some NPCs should talk in their sleep. Some should snore. Some should toss and turn, while others sleep like the dead. Makes-Steel-Claws, the Argonian smith, should be an early riser, while his cross-town competitor, Haakon the Wencher, should stay open later, and occasionally conduct business while drunk at 3 AM. Additionally, he should hit on female characters and possibly offer them slightly better prices than male characters.
:goodjob:

- dust. Just... dust. In old castles. In tombs. In houses you don't visit.

Anyone else have small, insignificant things they'd like to see that would simply help them forget that they are playing a game a bit more? Keep in mind, it really should be "meaningless" in the context of the game. No assigning effects to it, no making the player interact. Whatever it is should just exist just to exist!


First it's not that hard to animate people getting under their covers and stuff. I would like it very much if they did this. Secondly it is possible to have different water clarities/variables. I like your dust idea and really like your ideosyncratic behavior idea.

By the way I fixed some of your quote :P
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Jenna Fields
 
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Post » Sun May 01, 2011 10:15 pm

The main reason I don't want perks:
I believe in the general concept of natural skill progression. "You get better at what you do." Gradual increases in skill and ability.

A perk, by its nature, is incompatible with this concept of natural skill progression. It is synonymous with a DnD feat. You gain a level, you pick a brand-new ability that you've learned, and bam! You now have something new in your arsenal of things you can do, no gradual or natural build-up to it whatsoever. One minute, you can't do it, and the next, you can. it was direly noticeable in Oblivion. Skill level 49, you are completely prohibited from casting Journeyman spells; skill level 50, you can now cast all the journeyman spells you want.

Applying perks in stages, like a talent tree, doesn't help the problem. It's only dragging it out in stages. One minute, you can't do something. The next minute, you can do it with some skill. One minute, you can only do something with some skill. The next minute, you can do it with doubled accuracy or effectiveness.

Such instant abilities are completely unbelievable and damaging to the underlying concept of natural skill progression and getting better at what you do.
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NO suckers In Here
 
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Post » Mon May 02, 2011 1:24 am

Is that a question or a statement?

Because thats exactly what made it great. Sure it could be toned down a bit, and make more perks selected when you start the game. Or maybe you have perks are only selected when you create your character. But anything that can make roleplaying as someone/something easier and actually matter in the game world sound great too me.


More of a statement. Take a FO3 perk like "Pyromaniac". It should be inherently obvious that the effects are much more "godly ability" than "character differentiation". It doesn't affect how you interact with NPCs, only how efficiently you kill them. In fact, of the level 12 perks, only "Cannibal" impacts interaction in any meaningful way, and that's after you kill them...

Same story for level 10 (one perk that carries any role-play benefits: Night Person) and 14 has none that aren't primarily combat or money-making perks.

That's my objection: we don't need those 90% of perks in TES.

Now, if you would like to offer TES-specific perks and cut them to every 5 levels and one to three initial choices, and have the ones with the best benefits include a cost? We can talk.

Say... "Lucky Bastard: Luck +10, Personality -10", "Morrowind Stylish: +10 points to personality when wearing a Colovian fur helm", or "Touch of Sheogorath: opens various absurd and crazy conversation avenues", these could be TES perks. Because they don't give you the means to become ridiculously powerful just by perk optimization, but you can have a heck of a lot of fun deciding what quirks and uniquenesses you wish to have.


Edit to add: Ragnalin, when I talk about excessive, that's probably because I'm thinking more "Formula One-grade" than "show that wind will eventually cause waves" grade. Which is what it'd take to really do it right to a lake vacationer ;)
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Liv Staff
 
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Post » Sun May 01, 2011 11:10 pm

I just want to see more diplomacy and non violent solutions, something that the bard class promises but doesn't really deliver. Plancescape Torment, one of my favorite RPG of all time didn't require that many battles to complete the game (only 4 battles were required).

I love how the whole thieves guild questline required 0 kills to complete. Hopefully, the next Elder Scroll's TG will be this way (Honestly, if people want a Daggerfall style TG, they could just make another assassin guild built in that manner).
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Betsy Humpledink
 
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Post » Sun May 01, 2011 9:18 pm

I just want to see more diplomacy and non violent solutions, something that the bard class promises but doesn't really deliver. Plancescape Torment, one of my favorite RPG of all time didn't require that many battles to complete the game (only 4 battles were required).

I love how the whole thieves guild questline required 0 kills to complete. Hopefully, the next Elder Scroll's TG will be this way (Honestly, if people want a Daggerfall style TG, they could just make another assassin guild built in that manner).

Take that concept even further, you could finish Deusix with just ONE kill required and, by clever exploiting, you could even make that into not YOU performing the kill or even skipping it entierly.
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Chloe :)
 
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Post » Sun May 01, 2011 5:12 pm

Take that concept even further, you could finish Deusix with just ONE kill required and, by clever exploiting, you could even make that into not YOU performing the kill or even skipping it entierly.


*spoilers*

Yeah, but it was only done for bragging rights. The game still thinks you killed Anna even after using that glitch, so I just end up killing her anyway.

Also, Arcanum only required 2 kills. Fallout 1 required None. I think these 4 games were the most diplomatic rpg out there.
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Scarlet Devil
 
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Post » Sun May 01, 2011 4:34 pm

*spoilers*

Yeah, but it was only done for bragging rights. The game still thinks you killed Anna even after using that glitch, so I just end up killing her anyway.

Also, Arcanum only required 2 kills. Fallout 1 required None. I think these 4 games were the most diplomatic rpg out there.

Yea, hell how much i wished i could have solved quests the other way *possible spoilers*

For example, i once by pure accident managed to defear Umbra without killing her by knocking her sword out of her hand and quickly grabbing it.
Or another time where i wished i could have just TALKED, the leyawiin mages guild recomendation quest. Why couldn't i just TALK to that guy or at least give him a slap to snap out of it. Especially since i actually AGREED on some points he had and would have loved to find a diplomatic solution. But no, only way to end the quest is KILLING him.
And one that really annoyed me, in Bravil there's a woman who sends you to search her husband, you can find him but you can NEVER save his life. In fact you are LITTERALLY unable to move as you see him getting killed, at that point i could have defeated the guy who killed him easily but the game simply didn't let me.

This SERIOUSLY needs to change, i mean how many quests did you remember you could solve either by diplomacy or a clever trick instead of having to kill someone, being unable to solve it any other way or correct the outcome? Not many i think...
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Lily Evans
 
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Post » Sun May 01, 2011 4:49 pm

Feel free to flame and knock this idea down, but its dawned on me that what if there were no levelling? If there was no levelling and everything stayed at levels and didnt increase level, would it be that bad? You could still increase in blade etc wth trainers
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Danii Brown
 
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Post » Sun May 01, 2011 11:41 pm

Yea, hell how much i wished i could have solved quests the other way *possible spoilers*

For example, i once by pure accident managed to defear Umbra without killing her by knocking her sword out of her hand and quickly grabbing it.
Or another time where i wished i could have just TALKED, the leyawiin mages guild recomendation quest. Why couldn't i just TALK to that guy or at least give him a slap to snap out of it. Especially since i actually AGREED on some points he had and would have loved to find a diplomatic solution. But no, only way to end the quest is KILLING him.
And one that really annoyed me, in Bravil there's a woman who sends you to search her husband, you can find him but you can NEVER save his life. In fact you are LITTERALLY unable to move as you see him getting killed, at that point i could have defeated the guy who killed him easily but the game simply didn't let me.

This SERIOUSLY needs to change, i mean how many quests did you remember you could solve either by diplomacy or a clever trick instead of having to kill someone, being unable to solve it any other way or correct the outcome? Not many i think...


Oh I remember when I playd that quest for the first time. I wanted to save the man so badly!

Fallout 3 did it right in the aspect of choices. Like 1 time I met a escaped slave with a bomb around the neck. I spoke to her, and I could either use my poor science skill to disarm it with a chance of failing wich would let it enable, or I could just walk away. Well, lets just say my science skill wasnt good enough.....

I also liked the improvement in the dialog. Example:" Please, I need that item" or [Strength] "Hand it over or ill chop your head of".

There were also several dialog options, were you could tell people to GTFO and other funny stuff.

Bethesda, give us more of that!
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Curveballs On Phoenix
 
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Post » Sun May 01, 2011 5:52 pm

I would really like to see this feature from Morrowind return in TESV; When you first start a new game, the map starts out completely blank, and the more you explore, more of the map is revealed. So if you just walk in a straight line from one end of the map to the other, only that line will be highlighted, and what lies out in the rest of the map is a mystery. It's very useful for remembering where you have and haven't been, and it also stops you from knowing where the major cities are before you discover them, unlike in Oblivion, where every major city already has fast travel markers as soon as you emerge from the sewer.


Aaaaaaaaaaaamen!
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Killah Bee
 
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Post » Sun May 01, 2011 9:48 pm

I would really like to see this feature from Morrowind return in TESV; When you first start a new game, the map starts out completely blank, and the more you explore, more of the map is revealed. So if you just walk in a straight line from one end of the map to the other, only that line will be highlighted, and what lies out in the rest of the map is a mystery. It's very useful for remembering where you have and haven't been, and it also stops you from knowing where the major cities are before you discover them, unlike in Oblivion, where every major city already has fast travel markers as soon as you emerge from the sewer.

How about taking the concept a bit further even and say in the beginning your map is completely blank save for what you can actually see around you.
When walking around and looking at the world from a higher position oyur map is roughly filled out with what you can see (topographic features, larger landmarks, visible towns, roads) but none of the objects is named yet or has a instant travel to point, instead they are just given descriptive names like "town", "village", "farm" etc. They get their proper names when you visit them.
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Rudi Carter
 
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Post » Sun May 01, 2011 4:11 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1063704
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joseluis perez
 
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