What things that were taken out do you want back in?

Post » Fri Nov 18, 2011 5:39 am

The reason that this is in General is because I am talking about the future and past of the Elder Scrolls series.

I'll compile a general list of everything here

Content to be bought back:
Attributes
Spell making
Birth Signs
Racial differences such as the Altmers weakness to magic
Negative effects as a whole
More armor slots
Weapon and armor degradation
Resizable menus
The attributes
Athletics and Acrobatics (or at least one that combines them)
More armor slots
Spears
Climbing
Spell effects: Fly/Levitate, Telekinesis w/pick pocketing
Carrying Alchemy creation items
More choice of weapon types
Any Lost Spell
Silver Weapons

Things that need improvement:
Werewolves need to have some kind of responsibility (Like killing once innocent per night/month and forced change instead of being able to choose)
Better "lesser" enemy AI
Longer "Guild" questlines
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Ruben Bernal
 
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Post » Fri Nov 18, 2011 9:30 am

Spellmaking! And a lot of the cut out spelleffects, first of all levitation :hubbahubba:
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Leticia Hernandez
 
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Post » Fri Nov 18, 2011 2:15 am

Weapon and armor degradation
Resizable menus
Chargen sliders
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TRIsha FEnnesse
 
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Post » Fri Nov 18, 2011 2:28 am

The creepy ambience of Daggerfall. That's what I want back :)
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Mashystar
 
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Post » Fri Nov 18, 2011 2:30 pm

Spellmaking! And a lot of the cut out spelleffects, first of all levitation :hubbahubba:


Here Here!
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Roddy
 
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Post » Fri Nov 18, 2011 11:08 am

As I'd said elsewhere, it's not even just Levitate/Recall/etc. anymore... Even Skyrim managed to seriously dumb magic down even moreso than Oblivion. What does Destruction have for effects? Damage, damage, and more damage. You get your pick: does it apply to elemental resistances (hint: most things are likely resistant to cold in the frigid northlands!) or do you want to skip that? No option for "weakness" or "drain." And of course, since there's no base statistics, no debilitating enemies. All you can do with Destruction is get your pretty little FPS gun.

Honestly, I really liked it much better in both Morrowind and Oblivion, where I could stack a Weakness to Magic with a 1-second Drain Health effect to get essentially a deathspell. Or a Damage Strength spell to immobilize the enemy from their own weight. (slightly broken in Morrowind where an animal's inventory included its own body parts, but fixed in Oblivion)
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Ice Fire
 
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Post » Fri Nov 18, 2011 3:39 pm

  • The attributes
  • Athletics and Acrobatics (or at least one that combines them)
  • More armor slots
  • Spears
  • Climbing

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Josh Lozier
 
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Post » Fri Nov 18, 2011 4:28 pm

These are just things I have an opinion about. Some of them may be be a little inaccurate, I haven't fully explored Skyrim yet...

Stuff I like in the Latest Skyrim:
-Magic combat: I think this was an awesome way to impliment magic in combat. It helps balance it with the other combat methods.
-Leveling System: I prefer this leveling system because it's more flexible to the individual and "cross-classing" . This has always been one of my favorites
-Buying Property
-"Random" enemies respawning
-Hiring/brining along NPCs to help

Stuff I'd like brought back
-Carrying Alchemy creation items: I liked being able to brew potions in the field if needed instead of needing a "workbench" type set-up
-Spell Making: I liked the ability to create custom spells from TES:III.. I prefer that to only having access to spells "out of a box" method. It makes the magic system less varied.
-Spell effects: Fly/Levitate, Telekinesis w/pick pocketing
-Skills: Acrobatics, Athletics....I like having a large variety of skills to work off of and to make each character unique. These skills had a BIG impact on the early/mid game depending on how developed your character was in them determined a lot of your combat options and I am sad they are no longer a factor..


Stuff I'd like to see:
-Better "lesser" enemy AI: Smart enough to run away if alone or circle around you when in groups and attack at once, ect...
-New "side-quest" bosses respawning...(IE if you empty a cave or dungeon an new group of bandits or hive of monsters with a "boss" respawn)
-Longer "Guild" questlines: It just seems like it should be more difficult to take over these long standing organizations. Maybe add quests and a certain standing you have to reach with most/all Sr guild members...something to make it seem like more effort. I don't think these should be minor undertakings.
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Chelsea Head
 
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Post » Fri Nov 18, 2011 1:04 pm

More choice of weapon types
Many more joinable factions, including some competing with or hostile to each other
Birthsigns, tag skills, prior experience, advantages/disadvantages - Some sort of way to differentiate starting characters other than just race and appearance
Lost Spell Effects
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QuinDINGDONGcey
 
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Post » Fri Nov 18, 2011 12:05 pm

Racial differences such as the Altmers weakness to magic
Negative effects as a whole

Pretty much this.

The negative attributes were the main thing that differentiated all the races and made them unique. In Skyrim all the races are pretty much homogenized and an Orc can be just as good at magic as an Altmer, and a Bosmer can be just as tough as a Nord. Pretty silly imo.
Now I can live without Attributes, that's fine. But races should have different starting health/magicka/stamina and skills, I don't know why Bethesda was so afraid of playing with these values.
An Orc should've had a higher started Health value with significantly lower Magicka value. Conversely an Altmer would have higher Magicka but lower Health/Stamina.
Same with skills, why is 15 the lowest possible value? Orcs should have all their magic skills down to a 5 with their combat/smithing up to 25. And again, Altmer should have combat skills down to a 5 with their magic at 15-25.

Bethesda easily could've used the current system to create unique racial diversity but they didn't. And that's the number one thing I want them to bring back.
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Rebekah Rebekah Nicole
 
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Post » Fri Nov 18, 2011 12:19 pm

I see a lot of things that I agree with from what everyone said. That being said, while I agree with the person's idea on werewolve's, as long as these have been around(Companions of Skyrim), they have learned how to choose when they transform, which match's up with legends of werewolve's. This also means that the lycanthropy virus has evolved along with them, so it's different from the original virus.
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michael danso
 
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Post » Fri Nov 18, 2011 11:33 am

I've Updated OP
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Annick Charron
 
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Post » Fri Nov 18, 2011 2:53 am

Spellmaking! And a lot of the cut out spelleffects, first of all levitation :hubbahubba:

I can not agree more, I have no idea why they removed so many of the really cools spells. I dont care about spell making, but at least give me a nice asrenal to work with other than just pure offense. I'm a mage. Lockpick? Really? The day a sorcerer goes at a lock with a lockpick is the day he should put down the books and quit.
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jessica breen
 
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Post » Fri Nov 18, 2011 3:17 pm

I would like a dispose corpse option.
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Judy Lynch
 
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Post » Fri Nov 18, 2011 10:07 am

Yeah, I wouldn't mind the corpse disposal to come back - I haven't played much of Skyrim yet, so I don't know about how people react to corpses - but I thought it was strange in Oblivion how guards would check a corpse and not do anything about it. I'd like there to be a reason to remove corpses, and I'd like it to be semi-difficult. Like, you have to actually drag the body (Not in the same way as one does items) to somewhere and place it down - such as depositing a body in the river or a tomb.
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Nicole Mark
 
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Post » Fri Nov 18, 2011 8:39 am

Clothes over armor
Levitation
Climbing
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meghan lock
 
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Post » Fri Nov 18, 2011 7:25 am

not back in, just added...
I think that the series would be better if some quests required us to fiqure out for ourselves where an item, person is, as opposed to just following a waypoint right to it. Perhaps the quest would give a clue, then we would have to talk to npcs until one gave us more information...and then if we had to recover an item from a house, dungeon, whatever...we would know the house or area, but still have to find it...I think the game would be more rewarding if we had to fiqure certain things out for ourselves, not just follow a waypoint right to the exact destination everytime...this would have been great for the thieves guild missions, murder in windhelm, etc...(IMO there should be no waypoints, just a journal of what NPCs said to you and sufficient information to complete the task in the dialoguewith some independent thought of course.
=ADD A LITTLE PROBLEM SOLVING!

AND......we NEED to be able to swing our weapon from horseback...(mount and blade style, the faster your riding as you pass and strike from horseback the more damage inflicted)...this would actually make horses relevant in the game (and allow for some new types of mounts)
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Chris Johnston
 
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Post » Fri Nov 18, 2011 4:13 pm

Well, I've found another one: underwater combat. They either need to take out Slaughterfish or let us defend ourselves. At this point I don't care which. The way it's set up now - with areas of the game world that have enemies we can't fight but who can fight us - is wretchedly poor game design.
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Ashley Hill
 
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Post » Fri Nov 18, 2011 12:10 pm

I can deal with no spellmaking as long as they bring back the following spell effects: Unlock, Dispel, Absorb Magicka, Absorb Health, Water Walking, Jump, Mark and Recall. AKA, *all* of the utility spells.

Yes, a few of these effects are replicated in very small ways with some Skyrim perks. I want the actual spells back...
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Mackenzie
 
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Post » Fri Nov 18, 2011 12:24 am

There is a topic for this. Please use it.

http://www.gamesas.com/index.php?/topic/1242906-official-beyond-skyrim/
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Amber Ably
 
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