The Direction Elder Scrolls Should Be Heading

Post » Thu May 03, 2012 8:23 pm

The direction The Elder Scrolls most definitely should be heading is the introduction of more role-playing features and the appeasemant of the RPG audience, whilst introducing and easing new players to the genre. Because a horde of new players, an entirely new audience, has been drawn upon from Skyrim. For many of the younger generations, it is their first RPG. They are willing to dive into the deep end, after learning to swim on their own in the relatively shallow Skyrim. And this means...

The Improvement of The Combat System.

Have you played Dark Souls? Rhetorical question. I haven't, but I will buy a PC port if one comes out. But I distract myself. Dark Souls is proof that even the console gamers can appreciate deep and challenging combat. Which Skyrim most definitely has not got - in most encounters whether you win or not mostly depends on your stats. Other factors may include what potions you have on hand, or the use of cheese tactics - I know I took down Dragon Priests several times my level using shield bash and Stamina Potions.

But really, combat needs to be deepened. For one, deviation from the crosshair in archery should depend on your archery skill. Even if I've never picked up a bow in my life, I can hit targets at 100m in the head.

Second, damage increased to much higher proportions. Getting hit with anything should be hurt, and blocking a necessity. Of course dual wield parrying would need to be introduced, and removal of blocking arrows on the shield as a perk. Timing should be crucial, and hence attacks slowed down.

Third, locational damage and bleeding out. I get hit in the head, -25% Intelligence (more on attributes later). I get hit in the leg, no more sprinting. And because I'm seriously wounded, I'm bleeding out. My health is draining rapidly. I need a Health Potion, or Restoration, or a bandage. This makes stocking up before going into dungeons even more important.

And finally, just for you mages, the reintroduction of spell-crafting in a manner similar to enchanting, in order to give more depth to magical warfare. Maybe even have spell-crafting as part of the enchanting tree or affected by enchanting perks. Maybe make Wards as crucial to magical warfare as Blocking should be for warriors. Eh, what do I know, I svck as a mage. But should players wish to play more arcadey...

Add Gameplay Options

Should someone not wish to play in a hardcoe manner, why should they? Some may prefer a simple hack 'n' slash. Who are we to criticize? So, give options to the player so he can choose how he wishes to play. For example, I should be able to disable the compass. Or location and quest markers in the Map. Or disable fast travel. To each player his own, I say. Just facilitate their choices. Speaking of choices...

Encourage Alternate Playstyles

Yes, this discussion is partially about spears. And also crossbows. And muskets and handcannons. And tranquilizers and nonlethal combat methods.

You see, I really liked Deus Ex Human Revolution. I particularly favoured nonlethal combat - I mostly avoided killing people, and loaded up on stun guns, tranq rifles and enjoyed the nonlethal disposal methods (read: breaking peoples arms before knocking them unconscious).

But in Skyrim, the ONLY way to be nonlethal is to avoid combat altogether, or in certain circumstances, abuse Calm. It is almost impossible to play a pacifist. TES needs to encourage these alternate playstyles and introduce H2H skill again, introduce spears (both javelins and pikes) and crossbows, and traps, and other such things that encourage people to be creative and to replay the game. Speaking of replayability

Embrace Open World as a Philosophy, Not World Design.

It would add a lot to replay value to able to make different choices on different playthroughs, and not rely on alternate gameplay for replayability hook. Really, there needs to be different choices to be able to be taken for Good and Evil, or in grey and grey cases, Chaotic Good, Lawful Good, Lawful Evil or Chaotic Evil. I should be able to make choices that make sense for my character in context, and not suddenly serve the Daedra on my Priest of the Divines because the quest railroads me into it, and the only other option being 'ignore forever.' Hell, there isn't even a Vigilant of Stendarr questline, and the fully fleshed out questlines are entirely evil. Speaking of options, choices and decision making...

Actions Have Consequences

Quick! Think! What actions in Skyrim have consequences? If you answered 'stealing a piece of bread' you're entirely correct! I knew my kleptomaniac was pleased to have his evil actions have consequences for once, but my beggar about to starve to death (Live Another Life + Frostfall + Imp's More Complex Needs) found it less fun to find he had three thugs hired to kill him for stealing an Eidar Cheese Wheel worth a handful of septims (whilst the thugs had been hired for 300 septims... overreaction much, dude?).

Decisions you make should have a tangible affect on the world, and you should always fully appreciate the consequences of your actions.
Spoiler
Tova Shatter Shield's
suicide after the death of her remaining daughter is a example of such consequences. But there should be other consequences - steal from that merchant too much and his disposition is so low he refuses to trade with you. As a Daedric worshiper Vigilants attack you on sight and you are banned from the tempes. As a wanted Stormcloak rebel merchants refuse to be associated with you and you're denied access to Imperial cities.

Attributes and Character Crafting

Yeah, attributes. They should most definitely return as they make a character you create uniquely yours. He may have the strength of an elderly woman, but he has the intelligence of a mouse and the deftness of a cat. Really, they should be nothing complex or spreadsheety, but I should actually be able to choose and min-max my attributes, and distribute character points so as to craft a character unique to me.

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And that's it. Feel free to critique my writing skills. Hell, I'm not a columnist. Sorry for the Wall o' Text.
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Lyd
 
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Post » Thu May 03, 2012 8:17 am

Mod's dont like anything that look like it may be a suggestion for another elder scrolls game. Prepare to repost :/
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April D. F
 
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Post » Thu May 03, 2012 7:35 pm

http://www.gamesas.com/topic/1361134-official-beyond-skyrim-tes-vi-8/

thanks]
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David John Hunter
 
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Post » Thu May 03, 2012 10:56 am

Goddamnit. Reminds me of Ze Cruel Regime I came to these Forums to Escape From.
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Monika Krzyzak
 
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Post » Thu May 03, 2012 10:51 am

Goddamnit. Reminds me of Ze Cruel Regime I came to these Forums to Escape From.
Nah, it's just to keep all suggestions in one thread. You can still freely discuss everything you want, it's not like they lock and delete (like in that other place I shall not speak of).
But...

But really, combat needs to be deepened. For one, deviation from the crosshair in archery should depend on your archery skill. Even if I've never picked up a bow in my life, I can hit targets at 100m in the head.
My archery skill? Or my character's? It's an RPG, whether my character can use a bow or not should be determined by her level of Archery skill, not by my manual competence.. It makes absolutely no sense if you can't shoot anything for the life of yours even when your character is a master archer, just because you - as the player - are bad at controlling your hand's movement. Deepened, more varied combat is good, but not at the expense of RPG mechanics, otherwise we'll be playing an FPS.

I agree with the rest of your suggestions. They're what TES needs the most - right now it's getting increasingly simplified (not always a bad thing, mind you), while it's obvious what the players want: just look at how many people download realism and immersion mods! And it's been only several month - or weeks sometimes - since their release.

I'm particularly interested in non-lethal combat options. It's very difficult to play a thief who's not an assassin; I'd love to see some way to knock an opponent out without killing them. Admittedly, Illusion spells are supposed to do just that; but I shouldn’t be forced to use magic on my rogue character, I should have other means at my disposal. Mages have numerous Destruction and Conjuration spells for offense; warriors have various types of weapons (axes, maces, swords, shields, bows), rogues have… what exactly? Bows? Daggers? But they still need to kill to use them, or hide and avoid combat altogether. It’s not the way of a thief. Why not render someone unconscious by hitting them with a club? Why no sleep darts? Powders?
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Scotties Hottie
 
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Post » Thu May 03, 2012 5:57 pm

http://www.gamesas.com/topic/1361134-official-beyond-skyrim-tes-vi-8/

thanks]
Yes, post like this belong in the above linked thread. :smile:
Enjoy!
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Luna Lovegood
 
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