Official: Beyond Skyrim - TES VI. #3

Post » Sun Nov 27, 2011 11:50 pm

I don't see why every game needs to focus on a new location. Doesn't that limit the total potential of how many elder scrolls games there can be? Previous games have focused on things other than a single province (daggerfall). Perhaps a little bit of retooling or refocusing in future games could be a possibility. A game focused on a smaller area would allow for more detailing of that area, rather than an expansive area with 'cities' that are home to a laughably small amount of people.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Sun Nov 27, 2011 10:39 pm

I think Skyrim is great and a huge step up over Oblivion and even does a couple of things better than Morrowind (mainly gameplay and exploration), but it has its fair share of problems. For every two steps forward it did, it took one step backwards.

Now, for what I think is missing with exploration: artifacts. Morrowind had LOADS of them, and a lot of them which couldn't be obtained via quests or NPCs, unlike Skyrim. The level scaling is oh so much better than in Oblivion, but it's still a bit too present. There should be level fixed dungeons in dangerous areas (there are, but mainly passes as far as I know) where there are artifacts hidden. And not necessarily at the far end of the dungeon, like it could also be found somewhere random in a crypt you must enter for the main quest. Remember the unique gauntlet you could find in the cavern when first confronting Dagoth Ur? It wasn't in a chest or anything, just hidden somewhere in a room. Or the tomb with the Eidolon's Ward hanged for everyone to see with lots of nice loot? Or a ring hidden in an ancestral urn? Why is every loot scaled and all? Part of the fun of exploration in Morrowind was finding these unique artifacts, collecting them all or finding most of them. As much as exploring in Skyrim is great with unique dungeons (albeit a bit linear and similar in the overall structure), this is truly something that is lacking for me. I look forward maybe finding some unique artifact, but never come across any. You know, it would be cool to explore this ominous dwemer ruin on top of a mountain during a big snowstorm only to find the fabled chrysamere or something. And there could be an artifacts museum like in Tribunal for you to sell them and get shown.

Otherwise my main concern with Skyrim goes with the quests and NPC interaction. Please, as much as the voice acting is much better than in Oblivion, get rid of it for dialogues. Don't get rid of it entirely, just the dialogues. People will still talk to you on the roads, talk to each other and all, but make the dialogues written. Conversations are just so dumbed down. In Morrowind, you could ask anyone about their backgrounds, latest rumors and such. I asked a random dude in Seyda Neen's trade center about rumours, telling me some idiots lost a unique ring in an ancestral tomb along the bittercoast. No journal entry, nothing, not a quest. Still, I got curious and walk alongside the bittercoast. Entered the first ancestral tomb and found the ring which is an artifact. There's no such thing possible in Skyrim. I just saved a girl from being assassinated, and acts as if nothing happened. The inn owner still talk to me about her barmaid, but she's dead... Everyone always know everything about the locations I need to go to fetch something, and sometimes they don't even tell me where to go. It's not even written in my quest log (it's not a journal) and I need to press x for the location to be shown on the map. No directions either. The map doesn't show the major roads, so I don't know if I can follow any for easy access. And he doesn't tell me if I need to get through or around a big mountain, need to cross a certain bridge to get through the river, etc. So I just walk in the direction and sometimes wander like I'm in a labyrinth in order to reach the place. Some may like this, but it's just unrealistic for my character to take on a quest without knowing how the hell to get there properly. You can take the quest markers off, but some quests are impossible without them.

Non-voiced dialogues also mean you can ask NPCs in order to find someone/somewhere, they can refer you to someone else, etc. You can have much more interesting quests, because here, it's obvious Bethesda want to save resources. Some dialogue lines even need to be recorded several times. For non-voiced dialogues, you just have to program everything in, which you still need to do with voiced dialogues, you have a whole time consuming and expensive step in less. NPCs will be able to talk more about their quests, give you directions (so you don't need to follow the arrow if you don't want to), etc. More NPCs and quests too.

And the other side of the quest problem in Skyrim: the journal. It's not a journal, it's a quest log. Why get rid of the Morrowind journal? It's not because it was hard to find information back and things like this that it needed to be scraqed, just enhanced. And that's the problem with video game developers these days, they just scrap perfectly fine game mechanics rather than fixing and improving them. Give us the ability to mark important pages, add notes, search keywords, I don't know, add entries yourself too. And with the map, I think only big cities should be marked, and that it's not shown (maybe make it an option) on your compass, this is not a GPS. NPCs can still mark caves and such, you would be able to mark ANY area you want and link them with a journal page number if it's related to one of your quests. But don't make every place instantly marked on your map when you approach it, it's just clutter. Or make it an option. I can't believe there's not a way for everyone to be happy here.

As for travelling, it was great to have carriages, and I loved the twist to talk about the city. But it was just not enough. I can take a carriage from Whiterun to Dawnstar, but can't do the contrary. It's understandable. But Dawnstar has a dock, why can't I take a boat to Sollitude or Windhelm? Why can't I use court mages teleportation services to other "palaces" of the same allegiance? Why can't I use mark/recall or intervention spells? I don't like fast travel because I find it more immersive to walk the more possible, but I don't necessarily want to take the very same roads all the time. That was the problem in Oblivion, if I wanted to go to Anvil from the Imperial City, I needed to take the same damn road ALL the time, and if I wanted to go to Skingrad, it was still the same road, you just walked it less. And all the quests were built around you using fast travel, so you were constantly crossing the province. I just loved how you could plan your travels in Morrowind with silt riders, boats, mages guild teleportation, almsilvi or divine spells or scrolls, the mark/recall rings or using the propylon indexes in the strongholds. And if I don't want to walk the same roads, using the world's services is the best way to keep the immersion and feeling like taking part of the world.

I like the perk trees and all, but I still think Bethesda shouldn't have scrapped the birthsigns (I know about the statues, it's just not the same thing, everyone in the ES world is born under a certain sign), attributes and certain skills. There should also be more perks and more levels for each perk, you should spend more than one perk point per level, make them "mini skills". I get why you took out the axe skill and blunt, and you can find them in both the one-handed or two-handed perk trees, but there's only 3 levels for each and it's only about a specific move. Even then it's quite weird that your ability to use axes and swords fall under the same skill... And why take out athletics and acrobatics? After hours of walking the land of Skyrim, I should be able to run faster and have more endurance.

And why not bring back some Daggerfall skills somehow? Where is swimming? Not everyone is able to swim, and certainly not everyone is able to swim in heavy armor. Maybe not make it a skill, but I don't know, the ability of swimming could be an athletics perk, the ability to swim in heavy armor a perk of the heavy armor skill. The ability to swim faster unarmored under the unarmored skill. Or maybe make a bit perk for everything that has to do with "martial arts", unarmored, hand to hand, acrobatics, athletics. So you don't need to constantly jump in order to level up that skill, but when you level up that skill, your ability to jump isn't improved by much at all, otherwise it would be weird to be able to jump very high when the only thing you do is running or getting hit while being unarmored. Maybe put in perks so you could improve more these mini-skills. And bring back climbing, why can't anyone be able to climb steep cliffs or houses?

There's probably more that I forgot, but also: make it possible for first person purists to experience the game ONLY in first person. And the "map" is terrible, we want a real map with roads, regions written and such.

EDIT:
More factions, more quests per factions. Well, there should be major and minor factions, the minor ones having less quests. Make it so you have a reputation which is affected by which faction you're in, make it so people from other factions like or hate you because you're in the imperial legion. Make it so you can't be in every faction, that there are conflicting ones.

Daedric quests are also way too easy to get into. They should be harder to find. I like it that there's not a shrine for every single prince, but why is that I got into two daedric quests in Dawnstar. The moment you enter the city, you hear about the nightmares. You play a drinking game with someone in a tavern, you also get into a daedric quest. It's just too in your face... Or am I the only one who realized that every time you enter a city, there's people right in front of you discussion about something which gives you a quest. I feel like you get into some quests just way too easily. That means every time I will start a new character and get into each city, I will have to sit through the very same conversations? No need to sit through of course, but I think it makes for every new game all the more similar. In Morrowind, or even in Oblivion to a certain extent, every time I started a new character I didn't inadvertently encountered the very same quest in the same fashion. It helped for Morrowind that there were a lot more quests everywhere. I didn't even realized there was a quest for finding the tax dude in Seyda Neen until later playthroughs. The more quests, the more chances you miss some and find them on subsequent playthroughs, particularly quests in the wilderness. Or even faction quests when you could bypass certain quests if you were high ranked enough. It helped that there were a lot of quests that were given by talking to someone who didn't try to get your attention.
User avatar
Ian White
 
Posts: 3476
Joined: Thu Jul 19, 2007 8:08 pm

Post » Sun Nov 27, 2011 9:30 pm

Things I want in the next TES:

1. Either Black Marsh or High Rock
2. Weapon variety (spears, crossbows, throwing weapons). I shouldn't have to be STILL asking for this.
3. Better perks that aren't just "10% more damage with swords". Think Fallout-esque perks (only less wacky and more realistic)
3. More unique races. Races should have differences! Orcs should be naturally stronger than Wood elves, who should be naturally more acrobatic. Khajiit should do more hand-to-hand damage. Things like that.
4. A map-like map and journal-like journal. Not Google Skyrim and a quest log.
5. Attributes
6. More branching quests and opposing factions
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Mon Nov 28, 2011 12:12 am

Skill System Rules:

There are 18 Skills but you only can choose 9 of them. Every Skill has 5 levels to upgrade. Each level you get 1 Perk. So you can max. reach Level 45 with 45 Perks. I have not all details completed but i will edit it later.

Here the general view of the Skills:

Stealth:
Sneak
Pickpocket
Lockpicking


Offensive Magic:
Destruction
Conjuration
Domination

Defensive Magic:
Restoration
Alteration
Illusion

Combat:
Archery
One Handed
Two Handed

Defending:
Light Armor
Heavy Armor
Block

Crafting:
Enchanting
Alchemy
Smithing



Sneak

Improved Stealth
Stealth Strenght + 20% Stealth Strenght + 40% Stealth Strenght + 600% Stealth Strenght + 80% Stealth Strenght + 100%

Light Foot
Trigger traps 80% Trigger traps 60% Trigger traps 40% Trigger traps 20% Trigger traps 0%

Shadow Warrior
Invisibble after Sneak 1 Sec. Invisibble after Sneak 2 Sec. Invisibble after Sneak 3 Sec. Invisibble after Sneak 4 Sec. Invisibble after Sneak 5 Sec.

Backstabb (Daggers)
2x Damage 4x Damage 6x Damage 8x Damage 10x Damage

Deadly Aim (Bows)
0,5x Damage 1x Damage 1,5x Damage 2x Damage 2,5x Damage

Assassin’s Blade (Swords)
1x Damage 2x Damage 3x Damage 4x Damage 5x Damage

Silent Roll
1m 2m 3m 4m 5m

Muffled Movement
Stealth Strenght with Armor – 80% Stealth Strenght with Armor – 60% Stealth Strenght with Armor – 40% Stealth Strenght with Armor – 20% Stealth Strenght with Armor – 0%

Silent Runner
Stealth Strenght during running -80% Stealth Strenght during running -60% Stealth Strenght during running -40% Stealth Strenght during running -20% Stealth Strenght during running - 0%




Light Armor

Atheltic:
+10% Health +20% Health +30% Health +40% Health +50% Health

Conditioned:
+10% Stamina +20% Stamina +30% Stamian +40% Stamina +50% Stamina

Agile Attacker
Attacks cost -10% Stamina Attacks cost – 20% Stamina Attacks cost – 30% Stamina Attacks cost – 40% Stamina Attacks cost – 50% Stamina

Agile Defender
+5% Evade all Damage +10% Evade all Damage +15% Evade all Damage +20% evade all Damage +25% evade all Damage

Quick Attacker
Attack Speed + 10% Attack Speed + 20% Attack Speed + 30% Attack Speed + 40% Attack Speed + 50%

Counter Attacker
+5% Chance to slow time +10% Chance to slow time +15% Chance to slow time +20% Chance to slow time +25% Chance to slow time

Unhindered
Sprinting – 10% Stamina Sprinting – 20% Stamina Sprinting – 30% Stamina Sprinting – 40% Stamina Sprinting – 50% Stamina

Wind Waker
Movement Speed +10% Movement Speed +20% Movement Speed +30% Movement Speed +40% Movement Speed +50%

Akrobat
+10% Jump +20% Jump +30% Jump +40% Jump +50% Jump



Heavy Armor

Juggernaut
Sprinting + 90% Stamina Sprinting + 80% Stamina Sprinting + 70% Stamina Sprinting + 60% Stamina Sprinting + 50% Stamina

Vanguard
Attacks + 90% Stamina Attacks + 80% Stamina Attacks + 70% Stamina Attacks +60% Stamina Attacks + 50% Stamina

Unstoppable
+10% Health. Magica and Stamina Protection +20% Health. Magica and Stamina Protection +30% Health. Magica and Stamina Protection +40% Health. Magica and Stamina Protection +50% Health. Magica and Stamina Protection

Ravager
Attacks + 90% Stamina Attacks + 80% Stamina Attacks + 70% Stamina Attacks + 60% Stamina Attacks + 50% Stamina

Colossus
+ 10% Stamina +20% Stamina +30% Stamina +40% Stamina + 50% Stamina

Bastion
+ 20% Knockback and Stun Resistance + 40% Knockback and Stun Resistance + 60% Knockback and Stun Resistance + 80% Knockback and Stun Resistance + 100 % Knockback and Stun Resistance

Fists of Destruction
+ 10% Close Combat Damage + 20% Close Combat Damage + 30% Close Combat Damage + 40% Close Combat Damage + 50% Close Combat Damage

Moloch
5% Chance to Ignore Damage 10% Chance to Ignore Damage 15% Chance to Ignore Damage 20% Chance to Ignore Damage 25% Chance to Ignore Damage

Brick
+ 10% Health + 20% Health + 30% Health + 40% Health + 50% Health



Block

Shield Wall
+15% Close Combat Block +30% Close Combat Block +45% Close Combat Block +60% Close Combat Block +75% Close Combat Block

Deflect Arrow
+15%RangeCombat Block +30%RangedCombatBlock +45%RangedCombatBlock +60%RangedCombatBlock +75%RangedCombatBlock

Elemental Protection
+15% Magic Block +30% Magic Block +45% Magic Block +60% Magic Block +75% Magic Block

Disarming Bash
+5% Disarming +10% Disarming +15% Disarming +20% Disarming +25% Disarming

Stun Bash
+5% Stun +10% Stun +15% Stun +20% Stun +25% Stun

Shield Charge
Knockdown with Shield during Run 10% Knockdown with Shield during Run 20% Knockdown with Shield during Run 300% Knockdown with Shield during Run 40% Knockdown with Shield during Run 50%
Quick Reflexes
1 Second 2 Seconds 3 Seconds 4 Seconds 5 Seconds

Block Runner
+ 10% Speed at Shield Chargee + 20% Speed at Shield Chargee + 30% Speed at Shield Chargee + 40% Speed at Shield Chargee + 50% Speed at Shield Chargee

Shield Master
Block – 10% Stamina Block – 20% Stamina Block – 30% Stamina Block – 40% Stamina Block – 50% Stamina



One Handed

Armsman
+10%CloseComb. Damage 20%CloseComb. Damage 30%CloseComb. Damage 40%CloseComb. Damage 50%CloseComb. Damage

Fighting Stance
Attacks – 10% Stamina Attacks – 20% Stamina Attacks – 30% Stamina Attacks –40% Stamina Attacks – 50% Stamina

Dual Fury
+10% Attack Speed +20% Attack Speed +30% Attack Speed +40% Attack Speed +50% Attack Speed

Savage Strikes
+1% Instant Kill +2% Instant Kill + 3% Instant Kill +4% Instant Kill +5% Instant Kill

Critical Strike
+ 5% Critical Hit +10% Critical Hit + 15% Critical Hit + 20% Critical Hit + 25% Critical Hit

Paralyzing Strike
+ 5% Stun + 10% Stun + 15% Stun + 20% Stun + 25% Stun

Hack and Slash (Axes)
+5% Bleeding +10% Bleeding +15% Bleeding +20% Bleeding + 25% Bleeding

Bone Breaker (Maces)
10% Armor Reduction 20% Armor Reduction 30% Armor Reduction 40% Armor Reduction 50% Armor Reduction

Blade Volley (Swords)
+ 5% DoubleAttack +10% DoubleAttack + 15% DoubleAttack + 20% DoubleAttack + 25% DoubleAttack


Two Handed

Barbarian
+ 10%CloseComb.Damage + 20%CloseComb.Damage + 30%CloseComb.Damage + 40%CloseComb.Damage + 50%CloseComb.Damage

Destroyer’s Stance
Attacks + 90% Stamina Attacks + 80% Stamina Attacks + 70% Stamina Attacks + 60% Stamina Attacks + 50% Stamina

Berserker Fury
Attack Speed + 10% Attack Speed + 20% Attack Speed + 30% Attack Speed + 40% Attack Speed + 50%

Walking Death
+2% Instant Kill +4% Instant Kill + 6% Instant Kill +8% Instant Kill +10% Instant Kill

Devastating Strikes
+ 10% Critical Hit +20% Critical Hit + 30% Critical Hit + 40% Critical Hit + 50% Critical Hit

Knockout Strikes
+ 10% Stun +20% Stun + 30% Stun + 40% Stun + 50% Stun


Axe Slayer
+10% Bleeding +20% Bleeding +30% Bleeding +40% Bleeding + 50% Bleeding

Blade Slayer
+ 10% DoubleAttack +20% DoubleAttack + 30% DoubleAttack + 40% DoubleAttack + 50% DoubleAttack

Hammer Slayer
Armor Reduction 20% 40% 60% 80% 100%



Archery

Steady Hand
Accuracy + 10% Accuracy + 20% Accuracy + 30% Accuracy + 40% Accuracy + 50%

Quick Shot
Attack Speed + 10% Attack Speed + 20% Attack Speed + 30% Attack Speed + 40% Attack Speed + 50%

Stunning Shots
+ 5% Stun + 10% Stun + 15% Stun + 20% Stun +25% Stun

Power Shots
+ 10% Ranged Damage + 20% Ranged Damage + 30% Ranged Damage + 40% Ranged Damage + 50% Ranged Damage

Crictical Shots
+ 10% Critical Hit +20% Critical Hit + 30% Critical Hit + 40% Critical Hit + 50% Critical Hit

Hunter’s Discipline
R. Attacks – 10% Stamina R. Attacks – 20% Stamina R. Attacks – 30% Stamina R. Attacks – 40% Stamina R. Attacks – 50% Stamina

Range Master
+10% Ranged Fire +20% Ranged Fire +30% Ranged Fire +40% Ranged Fire +50% Ranged Fire

Ranger
Movement with Bows-40% Movement with Bows-30% Movement with Bows-20% Movement with Bows 10% Movement with Bows 0%

Eagle Eye
+10% Zoom +20% Zoom +30% Zoom +40% Zoom + 50% Zoom




Destruction

Augmented Flames
+ 10% Fire Damage + 20% Fire Damage + 30% Fire Damage + 40% Fire Damage + 50% Fire Damage

Augmented Freeze
+ 10% Freeze Damage + 20% Freeze Damage + 30% Freeze Damage + 40% Freeze Damage + 50% Freeze Damage

Augmented Shock
+ 10% Shock Damage + 20% Shock Damage + 30% Shock Damage + 40% Shock Damage + 50% Shock Damage

Intense Flames
+ 10% Burning Chance + 20% Burning Chance + 30% Burning Chance + 40% Burning Chance + 50% Burning Chance

Deep Freeze
+ 10% Freeze Chance + 20% Freeze Chance + 30% Freeze Chance + 40% Freeze Chance + 50% Freeze Chance

Disintegrate
+ 10% Disintegrate Chance + 20% Disintegrate Chance + 30% Disintegrate Chance + 40% Disintegrate Chance + 50% Disintegrate Chance

Dual Impact
+ 10% Damage + 20% Damage + 30% Damage + 40% Damage + 50% Damage

Dual Controll
+ 10% Effect Chance + 20% Effect Chance + 30% Effect Chance + 40% Effect Chance + 50% Effect Chance

Destruction Mastering
-10% Magicka Cost -20% Magicka Cost -30% Magicka Cost -40% Magicka Cost -50% Magicka Cost


Alchemy

Alchemist
+ 20% more Healing + 40% more Healing + 60% more Healing + 80% more Healing + 100% more Healing

Daily Healing Maker
1 free daily Healing Potion 2 free daily Healing Potion 3 free daily Healing Potion 4 free daily Healing Potion 5 free daily Healing Potion

Alchemy Mastering
Duration + 20% Duration + 40% Duration + 60% Duration + 80% Duration + 100%

Poisoner
+ 20% Damage + 40% Damage + 60% Damage + 80% Damage + 100% Damage

Concentrated Poison
+ 20% Duration + 40% Duration + 60% Duration + 800% Duration + 100% Duration

Daily Poison Maker
1 free daily Poison 2 free daily Poison 3 free daily Poison 4 free daily Poison 5 free daily Poison

Daily Beneficial Maker
1 free daily boost Potion 2 free daily boost Potion 3 free daily boost Potion 4 free daily boost Potion 5 free daily boost Potion

Benefactor
+ 20% potion strenght + 40% potion strenght + 60% potion strenght + 80% potion strenght + 100% potion strenght

Physican
+ 20% Duration + 40% Duration + 60% Duration + 800% Duration + 100% Duration



Smithing (All armors and weapons have the same defense)

(+ 20% Armor every Perk + 100% at Perk 5)
Breton Smithing
High Elf Smithing
Orc Smithing
Nord Smithing
Wood Elf Smithing
Arkonian Smithing
Redguard Smithing
Dark Elf Smithing
Khajiit Smithing



Enchanting

Enchanter
+20% more Chargings +400% more Chargings +60% more Chargings +80% more Chargings +100% more Chargings

Insightful Enchanter
Enchantings use -10% Chargings, Enchantings use - 20% Chargings, Encahtings use - 30% Chargings, -40% Chargins, - 50% Chargings


Corpus Enchanter
Status Effects + 20% Status Effects + 40% Status Effects + 60% Status Effects + 80% Status Effects + 100%

Fire Enchanter
+20% Fire Effect +40% Fire Effect +60% Fire Effect +80% Fire Effect +100% Fire Effect

Frost Enchanter
+20% Frost Effect +40% Frost Effect +60% Frost Effect +80% Frost Effect +100% Frost Effect

Storm Enchanter
+20% Storm Effect +40% Storm Effect +60% Storm Effect +80% Storm Effect +100% Storm Effect

Extra Effect
1 Enchanting 2 Enchantings 3 Enchantings 4 Enchantings 5 Enchantings

Soul Siphon
1% Recharging 2% Recharching 3% Recharging 4% Recharging 5% Recharching

Soul Squeezer
SoulGem Recharge +20% SoulGem Recharge +40% SoulGem Recharge +60% SoulGem Recharge +80% SoulGem Recharge +100%
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Sun Nov 27, 2011 5:58 pm

Race and Speechcraft Suggestions:

'I would leave the Imperials as chooseable race. I would make them as a race without special powers and at the very, very end of The Eldar Scrolls they become Homo Sapiens Sapiens and all other races are dying out. xD Also i would make the Imperial Realm as big as all other Realms from the other 9 Races together. Imperials are conquering the world with mass population.

So i would make only 9 Races to choose with these Bonus things:

Bretons:
50% Magic Damage Reduction
50% Chance to Absorb Magicka from Enemy Spells

Redguards:
Increased Stamin Regeneration
Sprinting – 50% Stamina

Nords:
50% Physical Damage Reduction
+50% Stamina

Orcs:
+50% Close Combat Damage
+50% Health

Argonians:
Faster Health Regeneration
Water Breathing

Khajiits:
Nightvision + Increased Critical Hit Chance
Increased Jump and Climbing

Dark Elves:
25% to Evade Physical and Magic Damage
Can absorb magic from corpses

High Elves:
Faster Magicka Recovery
+50% Magicka

Wood Elves:
+50% Ranged Damage
Speak with animals


So we have now 3 human like races, 3 Elf races and 3 beast races. Also 3 of the races have a special gameplay skill. Argonians are the only race who can dive and explore the Underwater world from Tamriel. Wood Elves can talkt with animals which is more a dialoge fun but also usefuel when you want that an animal refracts guards stealing a key or making crazy things. The Khajitts have an increased Jump and can climb which gives them more choices on how they want to break in or escape.

I also thought about Werwolfs and Vampires as races but I think sidequest are better for it. For other choices i thought about Zentaurs and a Dwarven Robot. xD

The next point is Speechraft in the game. I would make it like in Mass Effect and not as a skill. So you get Paragorn and Renegade Points in quests and the more you have, the more high level characters you can influence with speech. Also you would get a special mount:

Paragons a flying Unicorn:
http://cdn3.staztic....llpaper-2-1.jpg

Renegades a flying Manticore:
http://www.ragingher...gs/news/2309242
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Sun Nov 27, 2011 5:52 pm

Castle/Land ownership.

Your able to own a very large place in the middle of somewhere, it has fields with peasants, and lots of servants and perhaps a ready made family. You have to do something really good and pay alot of money for it(like 100,000 for instance). You random missions for it like sorting out troubles in the area loaning money, you get atttacked and have to defend it robbed all kinds of things.
User avatar
Symone Velez
 
Posts: 3434
Joined: Thu Sep 07, 2006 12:39 am

Post » Sun Nov 27, 2011 11:24 pm

I've got very high hopes for TESVI. I think it goes without saying it will be on next generation hardware, so i'm looking forward to a big step up like MW to OB.

I think VI will be (or should be) vastly different to Skyrim in art direction, if they do something similar to the last two games it will begin to get stale i think, which is why a province like Alinor, Black March or Elswyr seems perfectly set up now.

I'd like to think things like several options to complete quests, massively improved NPC interaction and character design (Bioware quality) would be a good target.
User avatar
darnell waddington
 
Posts: 3448
Joined: Wed Oct 17, 2007 10:43 pm

Post » Mon Nov 28, 2011 1:50 am

I'll just repost myself from other thread.

Also, seriously, people are arguing about limiting mages in a SINGLE PLAYER GAME!!!!! What is wrong with you?


Exactly. If you noticed, it's not about the balance between different archetypes, it's about immersion. I personally don't care how strong warrior is compared to a mage, or how strong thief is, we're not in MMO. I don't care if warriors get their 500+ damage single handed weapons. This is not what matters. What matters, is the balance of said character vs The World, the game itself. And the ability to interact with that world under your chosen archetype, which significantly affects the immersion you get with your character.
What me, and I guess many others loved in TES games about mages and character development in general? The amount of choices they have, the amount of things they could do. And starting from Morrowind (don't say for Daggerfall, didn't play yet), they're getting constantly cut down on that. From personal experience I can say that that severely reduced the very "feeling" of being a mage, not just fireball thrower.

I remember some of first moments in Morrowind where I started to play as a mage after playing with warrior - it was like "Oh, I can do that! Yes, I'm weak, low hp/armor, easy to kill, but I can do that! and that! (like, skipping part of the dungeon cause I could just make myself levitate. or visiting Telvanni towers, etc)
Not too much left of that feeling. Magic became mainly combat-oriented.

--------------------------------------------------------------------------------------

So few points on magic system and level of immersion. Just remember, immersion is not only created by how detailed the world around you is, you've done really an outstanding job with that in Skyrim. Immersion is also created by how YOU can interact with that world. Don't dumb the game down to "attack/defend" options. Previous poster got a very nice idea, actually (about Castle/Manor and how you'll be able to run it , get profit from it, get "random" quests from it and maybe something else).

*About magic system - bring back some sort of penalties for mages wearing heavy (or even light?) armor, in exchange return them their wide set of abilities, spells. Magic is not just about how effectively you can kill thaaat group of enemies.

*About crafting skills of TES. Enchanting, Alchemy, and now Smithing - make it impossible for them to affect each other. (but only each other!) This way it'll be easier for you to balance things out, while keeping the possibility for min-maxing, what TES playerbase often loves.

Bring back athletics, acrobatics. Well, bringing back the whole set of skills (+swimming, as mentioned somewhere above) might not be needed... maybe, combine them something like "Sportsmanship" ? It's a weird name, I know, but just to give general idea. Allows you to jump higher, run longer, etc. Possibly, it's star constellation might look like a circle, so you don't need to learn how to run faster in order to learn how to jump higher. Dunno.

*I'm really not hoping for it, but... bring back stats? Just remake Endurance, so if it will affect HP gain per level, if you get higher endurance the whole character's HP will be recalculated. (like it's done in Neverwinter Nights, for example). And generally, to make the process easier, can give the player option to gain stat points with levelup and distribute them himself. (like, 10 statpoints, no more then 4-5 into one stat, have to chose at least 3 stats, can't put less then 2 points in a stat. This will preven rushing stats, at least a little.)


P.S. Modding. Please, if you have a great idea, or have some spells/ spell effects that you don't want to put into game, or going for the % armor rating again, can you leave possibility of putting those into game/ changing in-game formulas for modders? It would be really great, if we could make mods that change DR-based armor (Damage Reduction) into DT ones (Damage Threshold), for example. Or if we'd have Leviation effect in-game, even if you won't ever put it into game due to cities being "interior" cells.
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Sun Nov 27, 2011 2:07 pm

The next TES game should be based in The Summerset isles. Heart of the Aldmeri dominion, the area with the highest concentration of mages and magic in all of Tamriel. The main quest you ask? The invasion of the Monsters of Akavir. Snow devils monkey people and more. And maybe not all are hostile.
And while i've never played Morrowind I like the sound of the features i hear people reminiscing about. So I duggest that the only things you're really able to kill at level one are things like wolves and bandits. I think it should be a world where at low levels you're restricted to areas near the main cities if you don't wish to get your face pwned. But as you get more powerful you can go exploring and maybe find awesome creatures from Manticores to centaurs. And maybe there could be monsters that actually cause you to deviate from the block:hit:block:hit strategy. THings that have multiple attacks. And maybe at one point in the MQ you could have to seek a relic from one of the last dragons (you could fight him or do a quest for him).
So just my ideas and i dunno i've always wanted a TES game there so yeah.
User avatar
Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Sun Nov 27, 2011 3:17 pm

  • I would hope that Elder Scrolls VI would have more quest dialogue. I would like to be able to gain information and clues for quests through dialogue with NPCs, rather than just have the quest giver update my magical map without giving me a shred of information about my destination. Keep the quest marker if you want, but give us the option to find the place by ourselves with a reasonable amount of effort. And give us a quest journal, a proper quest journal, where we can review dialogue and quest info. A good example of what I would like to see would be like one of the Balmora Mage Guild quests in Morrowind, collecting dues from a mage in a place called Sulipund. The quest giver gave you directions - go east, turn left here, look for a path on your right, hang a right at the one-legged Dunmer, etc. The trek was long, and the directions were a bit cryptic. It literally took me days to find Sulipund. It's funny that I remember that quest that I did years ago, but I can't even remember the Skyrim quests I did this morning.

  • Something I always thought would be interesting and useful was being able to own a shop to liquidate all of this equipment that I've accumulated. I have a chest in one of my houses that has enough armor and weapons to outfit a small army, and a barrel with over 500 potions. Hundreds of skins, ingots, dragon bones and scales, and a somewhat disturbing mountain of troll skulls. I know that the series isn't supposed to be an economy simulation game, so I won't suggest any further than that, because you have more important things to worry about, like realistic boob jiggle and blood spatter, but it would be nice to be rid of some of the clutter.

  • More interactions in your house. More book cases with enough space to display your entire collection. In-game lore via collectable books is one of my favorite parts of the series, and being able to display them is nice, but if you own a mansion in the game, you'd expect to have space to show them all off. Weapon racks are also a nice touch, but half of them don't work. More customization would be good, too. Multiple decoration options for each room, etc.

  • hardcoe mode available (a la Fallout New Vegas). Would make the hardcoe crowd and the RP crowd happy at the same time.

  • As far as setting goes, I really don't care where it is. You're the one telling the story. Just take us somewhere we haven't been yet. Except for outer space. Don't be like Blizzard.

User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

Post » Sun Nov 27, 2011 3:07 pm

Have it take place in all of Morrowind. Vvanderfell it's actual size it was in Morrowind + The actual province in proper proportion to Vvanderfell around it. The lore is pretty much set up for TES : VI to be in Morrowind due to the Dunmer getting kicked by Argonian's. Maybe have our friendly Khajiit's have a last minute entree? I don't know.

Real time fast travel (with the option to skip).

Optional Hunger / Thirst bar. I know not everyone likes these kind of things, but having an option would be cool, and I would think easy. Or maybe instead just effects that take place if you don't eat or drink after a while that slowly progress until your health starts depleting after not eating for... I don't know, a week? Thirst after 2-3 days.

Night-eye, Torches, and Lanterns actually be useful and not just clutter.

Keep the perk IDEA but make it so when your skill actually levels up it becomes much stronger even if you don't have perks. (Have skill level > Perks). This makes infinitely more sense.

The Idea about being able to move logs, boulders, trees, etc to find hidden caves/ entrances is a good idea.

Bring back Exotic creatures :)

...I could go on for days. But I'll leave it at that.

OH! And get rid of quest hand holding. Actually give details of how to do these quests vividly through more in-depth descriptions, or at least let you ask better questions of how to get to a place or thing or person. And apply it to more then just the main story line.

Edit : Add the option to buy a GIANT bookshelf for your basemant or something. I like to collect books and put them on display :) But 1-2 normal Bookshelves don't seem to cover it.
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Sun Nov 27, 2011 10:58 am

I have an idea for the next TES game. It goes off of Skyrim:

The Nords have taken over against the Imperial Empire, forcing any other race other than Nord out of Skyrim. Cyrodiil and the Imperial Empire are overrun with Khajiits, Argonians, Wood Elves, and High Elves from Skyrim that must pass through Cyrodiil to reach their homelands. But many stay in Cyrodiil, forcing overpopulation. Every few weeks the Imperial Empire must section off these exiled creatures into different land regions so they don't overpopulate. This is where the player comes in. You play as an exiled person sent to Elsweyr to limit the overpopulation, though you really don't want to be there. The Khajiit there don't like those from Cyrodiil, so you have problems there. Since the area is run by the Second Aldmeri Dominion (Thalmor), they are the common enemy. Your purpose in the game is to fight back and bring the land back to the people, to wipe off the Thalmor from the area.

This game would have dragons. They would be captured dragons from Skyrim by the Thalmor and bred for their army. So some missions would be freeing dragons from dragon camps, where dragons are locked in cages and sold off to different areas for large sums of money. Therefore most dragons will be nice, many will help you in battle for freeing them and many will randomly appear to help as they are just flying around for no reason. However, some dragons will not be so nice. Some will still attack, but these will never be random battles. The bad dragons will only attack in planned missions, usually when the dragons think you are with the Thalmor. The thing that will be random will be large mirage creatures. Since Elsweyr is a morally desert area, similar to Egypt, mirages would be prominent. These mirages could be of any type of enemy (dragons, Daedra, desert cats) but when you killed them you couldn't loot it because it wasn't actually there.



Does anyone like this idea? Anyone want to help work on it?
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Sun Nov 27, 2011 11:25 am

This is just a small suggestion for the next game, but one I'd love to see and that would seriously wow the fans (at least it'd wow me).

Enchanted weapons have more than just a [lines of color depending on the spell added to it] effect. Say for instance you imbue an iron mace with a fire damage spell. Once imbued, the mace would glow a fiery hot red-orange and heat would dissipate off of the head. If you infused frost damage with it, the head would be an icy-white and have steam evaporating off of it (if you seriously need me to explain this, go outside when it's freezing cold and exhale.). If you imbue shock damage with it, you'll get little streaks of lightning dancing around the weapon's head.

What about other types of spells, you might ask? Well of course those will get their own little decor other spells. Seeing as creativity and capability are two different things, I'll leave those up to the developers' imaginations and abilities.

As for armor, let's take the same basic idea. Instead of fire damage, now we have fire resistance on a cuirass. Since people don't really like armor to change it's appearance, this would instead just have the same heat mirage effect that comes off of the mace's head for the fire damage example. For frost resistance, just the steam-like effect from the frost damage example. And because everyone likes lightning, the shock resistance one would have the static bolts dancing around it as in the shock damage example.
-----------------------------------------------------------------------------------
Another thing I'd like to see is for some old weapons brought back in TES VI.
http://www.uesp.net/wiki/Tribunal:Trueflame An ancient sword once wielded by Indoril Nerevar, the Trueflame blade is sword consumed in flames. The blade's flames are also so vibrant that they can act as a torch (it did in Morrowind's expansion, Tribunal) and light up any dark room.
(if the developers have a problem with bringing back Trueflame, I wouldn't mind seeing Chrysamere or Goldbrand or another type of sword infused with the flaming blade mechanic. However, unlike my fire mace example, I'd like the flaming, torch effect only on one weapon. Just to make the effect seem more special).
http://www.uesp.net/wiki/Tribunal:Artifacts An incredibly heavy warhammer said to once have been used by the Aedra of Mercy, Stendarr. The player would have to go on a quest for the temple of Stendarr in order to both acquire the hammer, and also to lessen it's extreme weight. However, once gained, in combat other opponents would feel the power of it's extreme weight still at hand as each swing would have a chance of knocking enemies right off their feet.
Ice Blade of the Monarch: A legendary claymore infused with the soul of a Frost Monarch (think of an even stronger Frost Atronach), the blade has a great frost damage effect and is always icy cold.
Umbra: Anyone who's played Morrowind or Oblivion remembers this. A black bladed weapon with a terrible curse imbued in it. Any enemy killed in battle will have their soul leeched from them by the sword.
Fang of Haynekhtnamet: A great Wamasus (Argonian, dragon-like creatures said to have lightning for blood) named Haynehktnamet was killed after a seven day battle, one of the warriors who helped kill it took one of it's fangs home with him and had it fashioned into a small dagger. The dagger appears as a sharp, bony blade that deals a fair amount of shock damage on each strike.
http://www.uesp.net/wiki/Morrowind:Armor_Artifacts#Shields: A shield crafted for a Breton holy knight, the shield has the power to both protect it's user, and heal them at the same time. In battle, the shield would slowly heal the opponent, and outside of it heal them much faster, but would only heal them when the shield is raised (to balance it out a bit).
http://www.uesp.net/wiki/Daggerfall:Artifacts: A bow said to once have been used by Auriel (Aldmeri version of Akatosh essentially), the bow is capable of transforming any arrow into a deadly missile. When pulled back, an arrow is quickly infused with a swirling vortex of wind to add visual effects that show how it turns any arrow into a missile (maybe add that is was blessed by Kynareth during it's creation as well or something).
---------------------------------------------------------------------------------------
Last suggestion for the time being, instead of simply Daedric quests, I'd love to see some Aedric quests added, granting the player a unique artifact from each of the nine divines. Already gave the idea for Auriel's Bow and Stendarr's Hammer. Now just think of seven more.
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Sun Nov 27, 2011 10:38 pm

Something in the black marsh :P
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Sun Nov 27, 2011 11:06 am

After finishing Skyrim, I find myself already dreaming of Elder Scrolls VI. Bear with me. One thing they need to realize is the protagonists are always faceless, genderless and nameless and somehow become the most important things to happen to Tamriel, yet no one can describe who they were as time passes by.

——

“Remember the Hero of Cyrodil?”

“What was his name?”

“Does it matter?”

“I mean… Yeah. He pretty much single-handedly ran the Fighter's Guild, the Mage's Guild, the Dark Brotherhood, the Thieves Guild, saved the territory from the Oblivion Crisis, reunited the relics of the Divine Crusader and became Madgod of the Shivering Isles. Why no one thought to write the guy’s name down is an insanely horrible job on the part of the scholars of the time.”

“Well, to be fair, we don’t even know if the hero was a male…”

“…”

——

Now, don't get me wrong. I understand the appeal of it, but the introduction on each game becomes the same and Skyrim's character development is teetering on a case of sequelitis. When ESVI comes around, I'd like to be a character whose name echoes in all of the games to follow the events. A character whose images are graven across the continent and beyond. I want a character who does amazing things during several eras of their lifetime instead of all in the course of a couple months. Someone who is just as significant, if not more, than the Hero of Morrowind, Cyrodil and Skyrim. I want to be... Tiber Septim.

There are no rules to say we can't go back. No rules to say the franchise needs to stick to the same fate-driven faceless underdog hero story. It would seem against the principles of every other game by having players don the face of one particular character whose image, race and gender is in stone across the franchise already, but if they keep the 'hero' model it could grow only more tiresome of a story and a static character arc. Don't get me wrong, the way the combat that fate has been strong these past games, but it’s the gameplay that pulls people in.

With this idea, we already know how much of an effect Tiber Septim has had on the history of the series and know that what we do is to shatter the fabric of the 2nd Era, while we as players get to explore the truth behind some of the legendary battles and crusades he undertook. We could see just how he handled uniting Tamriel. Maybe we could see that he was more flawed than the legends say and that he spent his life hiding from the extravagant lore of General Talos who became Emperor -- something that overshadowed Tiber Septim, the fragile man, in his own lifetime. And maybe the later chapters of the game, he's tucked away safely in the Empire, untrusted by his guards to leave the safety of his fortress to brave quests again and that he can hardly move without hoards of people at his feet for the player to be invested in what they've become. Comfort kills the revolutionary in a coffin lined in plush, and so the player needs to find a way to break through the comforts and ward off the assassination attempts.

Anyway, just my two cents. It could include the same amount of action, while adding another dimension for the players and of course some new revolutionary gameplay that you all know Bethesda is working on as we speak. Where they jump into his life and where the main storyline trails off is certainly up for discussion. I fear Bethesda is at a crossroads: stick to the same story structure like a lot of major game franchises fall victim to, or risk something new and surprise the industry. This is just an example -- a way to break away from where they're heading while the story would reflect what they as a company are doing as well. And to anyone who might think the prequel numbering would be confusing for a 6th installment... Metal Gear Solid 3.

TL;DR: Tiber Septim, the hero in TES VI.
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Sun Nov 27, 2011 3:01 pm

Skyrim is awesome! Please bring back some Morrowind elements like the stealing system, minor/major classes & lvl up system, Skyrim perk trees could still work I think! = PURE WIN
And please for Talos' sake, fkin DO NOT DUMB IT EVEN MORE! If a mentally handicapped 13 y.o crybaby can't solve a little bit more challenging puzzle or can't progress in a quest and Q.Qs all over the forums, that's NOT YOUR FAULT!
This guy should have read the quest manual / the community will give him the information.
Or give us a hardcoe mode option at the start which brings MORE COMPLEXITY to us! (for eg. no GPS, we were able to find stuff in Morrowind too!)

:tes: Thank you for these epic games! :wub:
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Previous

Return to The Elder Scrolls Series Discussion