What would make Skyrim the perfect RPG

Post » Fri Dec 09, 2011 11:53 pm

Like many others Im a person that explores a games possibilities, and if all options are open for me, like in Skyrim, I'll end up being some uber-powered godling if the game does not restrict me in some way, which I'm not that interested in since I still want a challenge. And in the real world wouldn't everyone become exactly what they wanted, if they could? In real life you are restricted by intellectual limitations, life goals, upbringing and so on. A game should in some ways reflect real life, especially in how you pursue goals.

I've had to limit myself to not "grind" (learn) crafting skills too much or too quickly, since I realized early in the game that if I pursued a crafting career and then switched to combat I would be way too overpowered even on Master difficulty, and the game would stop being fun.

It doesn't take any real skills to level up or to make an uber build. The idea that you could in theory learn all skills the game has to offer is good, but the execution is wrong. I don't know if it would work if you were limited to learn one or two crafting skills. Or another idea is that you only had a certain amount of "points" to use. So you could level up one crafting skills to max or two to half or three to 1/3 and so on. You could also make it so time consuming or slow in progression that you couldn't really master more than one crafting skill during a playthrough.

If we talk about "realism", you can argue that a weapons smith wouldn't have the IQ/skill to work something theory-heavy as the chemical compounds in plants and ingredients. And if you've devoted your life to learning chemistry, how do you have the time to be a master enchanter. Or what so many other fantasy worlds employ is that you need to have flair or an active physiological alteration to be able to use or explore advanced magic in combat or science, and in that way forcing the player to decide how they will play their game.

I love that the game world itself is so open, but I think the overall game experience would be radically improved if you in some way have restricted skill progression.
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Ysabelle
 
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Post » Fri Dec 09, 2011 2:21 pm

For me it would be a computer decent enough to run it so I could use mods to sort out the minor gripes I have with the game. :sadvaultboy:
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Dorian Cozens
 
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Post » Sat Dec 10, 2011 1:04 am


If we talk about "realism", you can argue that a weapons smith wouldn't have the IQ/skill to work something theory-heavy as the chemical compounds in plants and ingredients. And if you've devoted your life to learning chemistry, how do you have the time to be a master enchanter. Or what so many other fantasy worlds employ is that you need to have flair or an active physiological alteration to be able to use or explore advanced magic in combat or science, and in that way forcing the player to decide how they will play their game.

I love that the game world itself is so open, but I think the overall game experience would be radically improved if you in some way have restricted skill progression.


Wait...what? What makes a weaponsmith *instantly* too 'dumb' to master chemistry? How on earth does that make any sense? 'Oh your a soldier, therefore you are too thick to learn magic'. I...sorry, just...no. That hurts my brain.

Put in your own restrictions. Why should everyone be forced to play in other peoples playstyles? How is that any better than what we have already, where there is more freedom? My main character so far hasn't even bothered with magic outside of enchanting and has totally neglected all of the stealth skills. Another character is going to be a heavy armour battle-mage character, while my third is a stealth/assassin Khajiit. I have tons of choice. I don't *want* to go back to the godawfully restrictive system that Oblivion had. Because that was not FUN.
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Trevi
 
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Post » Fri Dec 09, 2011 10:50 pm

For me it would be to add more traditional RPG elements to the current gameplay. For example:

If I do not sleep my attributes should start to slowly drop, spells start to get weaker, melee power slowly start to drop in power.
If I do not eat my stamina should slowly start to drop, carrying capacity reduced etc.
If I take a beating I should have to rest, heal wounds and get critical injuries attended to.
My armor and weapons should take damage that needs repair.

I often find I can play for hours and never think of my character as having needs. That immediately removes a necessary bond with the gamer.

I would also add that these kind of additions could give us more money sinks which are currently lacking. I might have a reason to obtain gold if I had 'outgoings' such as medical expenses.
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jessica sonny
 
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Post » Fri Dec 09, 2011 2:33 pm

Wait...what? What makes a weaponsmith *instantly* too 'dumb' to master chemistry? How on earth does that make any sense? 'Oh your a soldier, therefore you are too thick to learn magic'. I...sorry, just...no. That hurts my brain.

Put in your own restrictions. Why should everyone be forced to play in other peoples playstyles? How is that any better than what we have already, where there is more freedom? My main character so far hasn't even bothered with magic outside of enchanting and has totally neglected all of the stealth skills. Another character is going to be a heavy armour battle-mage character, while my third is a stealth/assassin Khajiit. I have tons of choice. I don't *want* to go back to the godawfully restrictive system that Oblivion had. Because that was not FUN.



This.

The game is about total freedom. It's up to you to decide what you do and don't do.


I often find I can play for hours and never think of my character as having needs. That immediately removes a necessary bond with the gamer.


But you still play for hours so it can't be THAT necessary :)
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HARDHEAD
 
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Post » Fri Dec 09, 2011 1:56 pm

Yeah Im waiting for some Basic Needs-type mod as well. But they are usually dime a dozen when the developer kit gets released. I dont understand why they didnt include in a hardcoe mode here in Skyrim, like they did in FO:NV
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Vivien
 
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Post » Fri Dec 09, 2011 12:19 pm

only the last sentence makes sense to me. i dont know why you bother to write all those down, your reasoning are both personal and bias. and i dont need Beth to teach me how to have fun in their game, i have non of the issues you described.

in short, no. Open world is great, the balance might be the problem but putting restriction is simply a bandaid and will only do more harm in a long run.
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STEVI INQUE
 
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Post » Fri Dec 09, 2011 12:36 pm

Perks.

Yeah, congrats, you maxed out Smithing, but you need all your perks to actually use it effectivly, same with Encahnting and Alchemy.

There might be enough perks to get high enough in the weapon skills, but then you pretty much run out.
So your are only master in crafting and using some of these crafts, but if you, for example would rather use a bow, you would be screwed.

You cannot master everything.
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Joie Perez
 
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Post » Fri Dec 09, 2011 2:28 pm

I don't want a game to reflect real life, I have real life for that already.

It's kind of funny that players complain about a game not being real life enough while there are cat and lizzard people walking around and dragons trying to kill them. It's a fantasy game, not a simulation. For me a fantasy game is something where I can do exraordinary things. I don't want to be bound by real life limit's in a fantasy game.
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mike
 
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Post » Fri Dec 09, 2011 5:37 pm

There arre lots of thing SKyrim lacks in order to even come close to being the perfect rpg. Attributes, dialogue options, alternative endings, quest that do not always involve a cave of som kind, no/little level scaling and so forth...Currently it is only a great game but not a great rpg.
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Laura
 
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Post » Sat Dec 10, 2011 1:58 am

There arre lots of thing SKyrim lacks in order to even come close to being the perfect rpg. Attributes, dialogue options, alternative endings, quest that do not always involve a cave of som kind, no/little level scaling and so forth...Currently it is only a great game but not a great rpg.


Yeah, the dialogue options is another gripe. We should be able to answer questions in different ways with different tone (character building).
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Chelsea Head
 
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Post » Fri Dec 09, 2011 8:10 pm

OP, great suggestions. Fully agree.

I do this through active roleplay, however I feel the game should have this inplace to begin with.
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Bird
 
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Post » Fri Dec 09, 2011 1:08 pm

What would make Skyrim the perfect RPG


A bit more RPG in it.

Seriously though, more characterbuild based boundaries, more choices and harsher consequences both with characterbuild and stories, more reactive writing, more impact from skills, less handholding and scaling to the player. Wouldn't be perfect, but would be much better.
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Dark Mogul
 
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Post » Fri Dec 09, 2011 6:37 pm

main character voice, id feel more important if i actually said something. dangerous areas instead of level scaling make some areas more dangerous and then some "impossible" areas, would bring that feeling of being unsafe back :) more gear options like spears (would be two handed) bring spell-making and alot of spells back pls lol
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Dalley hussain
 
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Post » Fri Dec 09, 2011 3:22 pm

No level scaling. Even if it is limited.
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Pete Schmitzer
 
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Post » Sat Dec 10, 2011 1:12 am

I can live with or without things like repairing items and medical expenses. But I do agree that some kind of gold sink is probably needed. Without really trying I've gotten up to 60k. And there's really nothing to spend it on (already bought a house), except bribing guards and the occasional piece of weapon/armor I find on a merchant and want to disenchant.

Biggest thing to me is NPC AI. That's an area that has really let me down, and should be easily fixable. Here's a couple examples:

- The court wizard at Whiterun shouldn't tell me I should join the College while I'm wearing the Arch-Mage Robes. If the NPCs are programmed to detect when I'm wearing no clothes, and can make snide remarks about that - it shouldn't be that hard to program them to detect when I'm wearing certain items of significance, and respond accordingly.

- Dirge from the Thieves Guild shouldn't constantly warn me to not make trouble after I'm the Guild Master. Or having Vex or Devin talk down to me like I'm a raw recruit. Again, it should be easy to make certain NPCs respond differently if a major questline has been completed.

- Enemies should have a threat table, and focus their attacks on whatever is causing them the most damage. I shouldn't be able to stand still and burn down an Elder Dragon with a legendary bow because he's focused on the town guard with a steel sword, or the mudcrab nipping at his claws. The only thing that should be competing with me for an enemy's attention is a giant. That's a very basic mechanism that honestly should have been in the game to begin with.

These kinds of things, while humorous or only slightly annoying the first time it happens, grow old very quickly, and really ruin the immersion for me worse than anything else that's been mentioned in this thread. And again, it's doubly frustrating because it could all be fixed rather easily.
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Celestine Stardust
 
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