Evolving World

Post » Sat May 28, 2011 4:37 am

I thinking of a world where things change. The people, the places and the like.

Example: As it is now.

'You do some traveling and clear out a cave, mine or fort. Unless you get a quest that requires you to go there then it will remain cleared out.'

How it should be.

'You clear out the cave, mine or fort of Goblins and a few days or even weeks later it becomes the hide out for some bandits.'

Now going a bit farther than that is with random quest generating. This isn't the guild or storyline quests but something else. I'll try and explain.

Take 500 npc's throughout the land.
30 of them have a quest or two available each.
Complete one npc's quest(s) and out of the remaining 470 npcs, one will suddenly have a quest available. Npc's who had quests completed don't go back into the hat until after 10 or 20 random quests have been completed. So even well into doing these quests you will never have less than 400 npc's in the hat to be the next npc to give out the next quest.

Now for the quest itself. It has to be something that is ongoing. So first there must be a picking of the type of quest which would be random from a list.

Kill all of X at location Y
Assassinate NPC
Courier Service
Collecting Service
etc.

Then the details are randomly generated from that...

Example: Kill all of X at location Y

X can be npc, animals, monsters etc.
Y begins as designated locations for these quests but as other story line quests no longer need locations then these get added to the random quest list of locations.

For the assassination npc the npc would be one of the 500. Now that would mean you would eventually run out of npc's for random quests right? Easily solvable if for each of these npc's you kill another one is spawned at some other place in the world (part of the evolving world).

Now I've read on other sites some of the things they would like to see in the next one.

1. A more involved combat system
2. The gear shouldn't really reflect the npc's level but rather the npc's role. Now with that the level of the npc should be more in tune with the role of that npc and not on the player's level.
3. Leveled mobs. The degree in which it was implemented was too much in Oblivion. It made it pointless to level where you level up to get stronger but the strength of your character is relative to that of the enemies. Also the idea with picking the 7 skills at the beginning is to get a boost in those skills to start the game with. They basically determine the class of character but if you picked sneak for example, with the intent to sneak up on your enemies then you end up leveling on just the sneak increases. With the enemies increasing in difficulty as you level then suddenly your no longer performing stealth kills and instead just performing stealth hits. The enemies then turn on you and since you never took on hits and only needed one swing to kill the enemy then you don't have enough in your armor and weapon skill to go toe to toe. The same can be said for mercantile, armorer, speachcraft, lockpicking, Alchemy, and perhaps some of the magic skills. I prefer if the world simply had areas where the enemies were lower level (closer to towns) and areas where they are higher level (farther into the wilderness away from towns).
4. Morrowind had it better with the primary and secondary skill lists. Also unarmored should be brought back as this reflects a person's ability to condition their body to take and avoid punishment without relying on armor. Axe should be its own skill. It's not a sword but it's not a hammer either. It's unique.
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Charleigh Anderson
 
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Post » Fri May 27, 2011 11:46 pm

Pretty decent ideas, I just skimmed through it though.

I believe that this post should belong in http://www.gamesas.com/bgsforums/index.php?showtopic=1073698.

I really like the idea of the bandit cave that used to be a goblin cave.

I would also like to see a group of bandits trying to go in there and clearing it themselves (imagine watching a dungeon raid while on the side while invisible!)

I also agree with how armor should reflect roles.
I think a hunter should have some fur armor, or other light armor.
(In Oblivion) somebody who always closed Oblivion gates would have some Daedric armor.
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Marine Arrègle
 
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Post » Sat May 28, 2011 7:31 am

well, the OP doesn't specify whether or not it's a TESV suggestion... :P
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Bryanna Vacchiano
 
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Post » Sat May 28, 2011 4:26 am

Sounds alright. I think if you had randomly generated quests though that they would get old and stale really fast. It would be the same thing over and over again and probably wouldn't be very story driven if it would be a randomly generated set of instructions and tasks.

"Go kill that Dark Elf in that cave!"

".......Why?"

"Hmmm...Never really thought about that.....Why not?"

Just wouldn't be much reason unless they really took the time to generate the quests. Would take a lot of time and effort that isn't necessarily needed especially when modders always have the ability to add quests if they want.
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Dean Ashcroft
 
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Post » Sat May 28, 2011 8:44 am

TESV: Ideas and Suggestions. Please use it.
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Tom Flanagan
 
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Post » Fri May 27, 2011 9:00 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1073698, and for any future games. Thanks.
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Causon-Chambers
 
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