OK, sorry if it annoys some people, but I'm going to only respond to the first post, because there's simply too much here I want to respond to before I read 150+ more posts, and forget what I was going to say.
***** OK, so apparently, there is a limit to the amount of quotes I can do, so I'm going to be using === breaks to note quotes.
Way too much text from the original post to leave in a single quote.
You know, my first experience with TES was Morrowind, when I played it on the XBox of a friend. I started off trying to make an argonian mage character, and started exploring the town, found nothing really interesting to do, and started looking for those clamshells that had pearls in them. I then kept getting my head nearly handed to me by mudcrabs, because I could basically only cast 2 spells before being out of magicka, and my attacks missed 90% of the time. After going exploring a little more, I found a small cave with a person inside of it. I went up to go talk to him, and see why he was staying in the cave, and he then killed me in one hit. Reloading, I tried actually sneaking up and trying to fight him, and he still completely curb stomped me.
It was then I basically quit the game, realizing that the game wasn't really very well level scaled. I wasn't having very much fun because none of my skills worked, and the game really wasn't giving me any information as to why. How, exactly, was I SUPPOSED to be a mage if I had to sleep for 6 hours after casting a fire spell that could hardly out-damage a cigarette lighter, or get my melee skill ranked up if I couldn't even hit a freakin' crab?! Worse, I had no particular idea where I was going, but exploration wasn't really an option because I would suddenly, arbitrarily, be face to face with something far more powerful than myself blocking my way. It actually impeded my exploration.
Now, yes, I obviously got over my initial revulsion, but keep in mind, Bethesda is a corporation, and corporations exist for the sole purpose of making money. There is no "Selling Out", they had no values beyond money to start with. And in order to make money, they have to be welcoming to new players. The sort of experience I had is anathema to them expanding their player base.
That doesn't mean everything you said is wrong, but that there is a clear and obvious reason why "coddling the noobs" should be one of their highest priorities, and giving the veterans who will stick with Bethesda practically no matter what they do second-class citizenship is also an obvious result. If you are going to argue for something, you have to argue not just from the perspective of a player who understands how Bethesda games work, and how to adapt to them, but also explain how this is something that will better attract new players to the series, as well. (Or at least, not turn them off.)
I'll respond to the specific suggestions in the bullet points individually:
* A map system similar that was entirely unrevealed but with the markers of Skyrim once the place has been discovered.
* No instant fast travel except via carriage - probably borrow from WoW and maybe even take you on it physically so that it felt like you were legitimately travelling.
* Teleport could be perked up to allow short range fast travel (range increases on skill increase).
* NPC's gave you a written description of the dungeon location, along with a journal entry for you to refer to. This would increase the length and immersion and natural exploration of the game. The place is beautiful, you may as well explore it with a purpose. Also, looking for particular landmarks was always satisfying.
I actually think Oblivion did the best job of this, putting aside the fact that your compass had some sort of weird "Spidey Sense" that would tell you that you were within 50 meters of a new cave.
Bluntly, Fast Travel makes sense. I do, myself, enjoy making the trip to a dungeon and picking all the flowers for alchemy ingredients along the way. However, after killing everything in the cave, and being completely weighted down with loot, it makes sense to just travel straight back to town, sell it off, go back and pick up the things I couldn't carry in my first trip, and return. (Actually, it would kind of be better to do the D&D thing, and just have a bunch of hirelings that sit at the cave entrance and haul the loot out for you when you're done, but that's getting a little too technical.)
Teleportation that has a maximum range has a few problems: First, range makes no difference - you can just teleport waypoint by waypoint to where you are going, and the only result of your change is that you make the player sit through more loading screens. That hardly adds something. Second, it makes "pure" characters who are not mages significantly less viable. Players might not like to level up without really intending to by fast-travel. Third, consider why we have a "wait" function in the game... it's because sometimes, you need to wait for something, and it's just plain boring to do so. The fast travel system isn't the player teleporting, it's just the game's "story" skipping the paragraphs where you simply ran straight past everything to get to the point where you wanted to go as fast as possible. If a player just wants to get on with something, and not enjoy the scenery, the game shouldn't smack his/her hand and tell him/her no, they should let them, because it's ultimately the player's game. Reward the player who stops to pick the flowers, but let players play as they choose. You can always just choose not to use it, and indeed, many people don't use it except for when they are specifically just trying to get to town to dump off their excess junk or report in a quest.
With that said, I do think actually having to find the place yourself the first time does make sense, and does reward exploration.
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* No regenerating health. Keep the wild as a dangerous place. Taking shelter in caves etc. and resting for a while added to the immersion and meant that you weren't always questing at night.
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I partially agree with this, although I think something like having a "sit down and rest" mechanic where you didn't enter the time skip, and just started regenerating there would also be a decent compromise. Since every character starts the game with a healing spell, just having them constantly regenerating while sitting down and taking it easy to regenerate magicka still makes sense. Having enemies that actually would patrol from room to room so that you can't just sleep one room away from the next enemy ambush would make a lot of sense, as well.
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* Remove scaling entirely. Have everything statically placed. If you're too weak for one place, try to think a way around it, or just go and do something else.
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I'm going to have to disagree on this, like I have in all the other level scaling arguments.
Simply saying that we should make low-level characters hide in the newbie grounds until they level grind up to higher levels just because that's what other RPGs do is not very good reasoning. In fact, level grinding is one of the things that turns off many potential players from getting into RPGs in the first place. Bethesda shouldn't be doing something just because everyone else does it, especially when this break from convention is justifiable.
Level scaling by itself is not a bad idea, it just needs better implementation. Without level scaling, the world is too weak and boring for a high-level character just as much as it is too frightening for a low-level character. Worse, it tends to wind up with the new players getting constantly curb-stomped in battles they can't possibly handle.
This works better when you have enemies that you can clearly visually tell the power levels of from a glance. A level 4 player learns early on not to mess with giants. Meanwhile, I have absolutely no idea how powerful a humanoid is until I start exchanging blows. (Well, unless there is a clue in the form of armor they use.)
What works better is for the game to more properly use its level scaling system to make the effects more subtle. You can still have hard areas and easy areas, but instead of making easy areas completely useless to a high-level player, they can scale up with the player at around 5 levels behind the player. A difficult area could be 10 levels or more higher than the player. Rewards can similarly be scaled to the challenge you had to face to achieve them. Interstitched between, many potential threats, from wolves to elk to giants and the like, could be completely unbound by player level, meaning that players have to keep track of what wildlife they have to avoid until they are a higher level, but still have the ability to actually hunt wolves when they are a much higher level than them.
Likewise, even back in Oblivion, the game had minimum and maximum levels on many NPCs. You can simply make it so that no dragon will ever be less than level 15, and the final boss will never be less than level 35. Plus, that final boss is always 10 levels higher than you. You just need to set up some sort of warning sign to players that says not to go forward with the main quest it until you hit level X.
Maybe it annoys the "the game is getting stronger, but I'm not, leveling makes me weak" crowd, but it is far superior to having the game so completely lose challenge that you have to throw a fireball into the guard garrison just to get a fight that lasts longer than 3 seconds after hitting level 50.
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* Place rare and unique weapons and items in impossible to reach, incredibly obscure or incredibly dangerous places to give the player a sense of daring in trying to get them, and give adventuring a point again.
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Makes sense to me, although I would think that level scaling could still be applicable here, as well. Simply make the rewards for your feat a treasure from the treasure table normally reserved for a player several levels higher than yourself. Part of the problem with the alternative is that enchantments the player can use will eventually overwhelm any unique equipment unless it scales.
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* Alter acrobatics and athletics so that they were the same things, and the perks allowed you to run faster and jump higher, and use weapons and cast while jumping. Also give you more encumbrance. Tie jumping to stamina as well.
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This is a problem for a few reasons. First, in a game where you have your levelups based upon skill rank, every skill needs to be balanced to one another. Meaning, you can't have one skill that lets you plow through all your threats, and then another skill that does little to help the character overcome challenges like a skill like acrobatics did. Acrobatics was useful only as far as you could use it to break the game's faulty pathfinding AI, or to go beyond the ability of Bethesda to properly bound skills, and do crazy game-breaking things with it.
Ideally,
every skill should help the player overcome challenges somehow. "Overcome challenges" does not necessarily mean kill things, but a sneak expert should be able to simply sneak around enemies and grab their loot, and thus overcome the challenge that the guards posed. (Since I'm not going to get much better chance to say it, "Detection" should probably also be a level scaling ability of different enemies, so that sneak isn't so absurdly overpowered in the late game.) Lockpicking and pickpocketing make sense only if they are individually capable of giving the player the sort of advantages that allow him/her to win entire fights. They could probably stand being merged, and making a difference between less observant and more observant pickpocketable enemies, as well as having less-linear maps that allow lockpicking to bypass some major threats.
Speech, however, deserves special attention. Speech needs to be useable to simply BYPASS a fight altogether. That's how Arcanum made a diplomatic character playthrough remotely possible. You need to have the ability to talk your way past the guards. You need to be able to talk a giant into helping you fight that dragon. Maybe even make speech have a perk that lets you charm wildlife, and get them to help you.
Now then, back to the combined athletics and acrobatics skill - this would make more sense in the context of having acrobatics that were actually acrobatic. Rock climbing as a skill function would make exploration more interesting. Simply running around should not level this, either, as that is potentially unwanted ranking up of skills.
Also, naturally, the stupid AI needs to just use vector pathfinding, and understand how to handle uneven terrain. They also need to understand how to either use ranged attacks or else just run away from a guy with a bow.
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* Fix up spellcrafting so that it has a much better interface.
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Well, we need spellcrafting back first, don't we...
Anyway, I think it would actually make a bit more sense to have spells scale to our character, with some sort of in-menu scaler on our spells. The higher your maximum magicka level and your magic skill ranks are, the more you can expand upon the basic functionality of a specific type of spell - firing off half-power or over-powered versions of the same spell. Expanding or removing area of effect. That sort of thing. You can just favorite specific settings on the same spell, but you would only need to buy one fireball, instead of having to relearn the same fireball spell with umpteen different versions.
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* Darken caves up so the magelight has a point.
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Yes, obviously. Also, we need water in dungeons back. Let argonians have their racial advantage count by simply swimming through submerged passageways to get around in dungeons. And water walking. And the ability to cast underwater if you can breathe underwater, as well as at least do claw attacks.
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* Have bigger pitched battles or even a war (thinking Kingdom Under Fire type 100 man battles)
* Have better and more choice of mounts, and mounted combat.
* Introduce new weapon types, including reintroducing the Halberd.
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Ever play Mount And Blade? That game does this sort of thing very well. (I actually was playing M&B up until the release of Skyrim.)
Anyway, they have an excellent system of mounted combat, especially with couched lance charges and horse archery. They also have a system for managing armies of up to 150 soldiers into combat in a real-time first/third person environment. The latter of which could probably use some more polish, however.
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* Have settlement quests where you can build a settlement of your style/choice as in Bloodmoon.
* Have a working economy that can be effected by the player.
* Do business ownership and establishment properly (as opposed to Fable).
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Building a whole settlement may be a bit much to ask of Bethesda, but I definitely like it. It requires a lot of work to make these things look natural. More importantly, I would like to see the Radiant Story system actually evolve to the point where the game can actually spawn new characters when old characters die, move in to replace dead people, and take up roles that let them give quests or talk to the player based off of a template that is fleshed out enough to make them seem like their procedurally-generated backstory makes a good deal of sense in the context of the game.
Working economies are actually not that difficult to handle if you just look at some other games that do these things. You can abstract out an awful lot. Look at Mount and Blade for tips on this, although their economy could be expanded, as well. In that game, however, cities rely upon nearby villages to supply it with food and raw materials, while the cities produce finished products based upon the supply and productivity rating of the city, and supply of goods affects prices, while merchant caravans will buy up and sell goods and set their destinations based upon where they will make the most profits. Villages that are raided because of war stop producing goods and lower their productivity, hurting the city's economy, especially if they are perpetually starved of resources.
It works to create a larger sense of a living, breathing world you are participating in, and would help propel the game more towards the point where we don't even really need scripted scenes anymore, and we can really just be plunked down in a world that just runs on its own, where you participate in it.
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* Have a few new factions (Morag Tong/Imperial Cult/Houses type thing).
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I've been arguing that we need to have less factions that are just "If you are a mage, join the mage's guild!" What we need are factions that actually have some meaning, and to do that, you need to have more opposing factions. Why do we have to join The Companions, why can't we also have a choice to join the Silver Hands? They are competing factions, and we could be offered a spot in both of these factions based upon which one's philosophy we most agree with? Keeping things morally gray gives the player many more interesting choices, and helps them establish what they are when they role-play, because their affiliations actually speak to what sort of personal choices they have made, aside from simply having joined the Mage's guild just because it was there.
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* Finally work out a good speechcraft system.
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Any suggestions?
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* Some varied external architecture or magical landscapes besides the staple of that particular land.
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Makes sense to me, although it should obviously be done in moderation.
Oh God, did this ever take a long time to write...