this thread is for discussing the most important pillars of any TES game...
the combat system, or what we would love to see in the next game.
the holy trinity of RPGs has always been combat, stealth, and magic and a combination of two or all three.... classes, skill....etc almost every core mechanic in the game is about these three principals.
what i propose is simple yet epic in its own right, a new system where we are no longer bound by stats, levels, and numbers....yes a system that's free from all that nonsense, once a guy on these forums wrote something similar a long time ago, and now I shall revive this idea with out making your eyes bleed.
1-Combat:
melee and ranged fighting has always been considered the most boring type of combat in an RPG, because lets face it swinging an axe and watching numbers pop out of the monster's head then suddenly it dies because its HP points ran out is boring as hell, even ranged combat that is unrealistic and unsatisfying with the lame arrow speeds and the hitting stuff in the heart and they just keep coming insanity.
the solution is not making better stats and spread sheets.... the solution is to burn the old combat system in a volcano and making something new...
first of all I think we have reached a point where making a game with ultra realistic physics and environments is possible, weapon weight, speed, reach, and players "skill" (as in how well you time your attacks and where you actually hit) will govern what happens in combat, if a sword hits a plate mail it will clang away from it realistically, if you slash an enemy's hand he will lose it (or drop his weapon), if you slash his eyes he will go blind ....which makes armor shape and weight and material 10000 times more important, because wearing a closed helmet will actually protect your face but limit your vision....etc
I think you understand what I'm saying now, we need a new combat system where the player has actual weight, speed, reach, and presence, combat needs to be brutal and exiting... fighting 10 bandits when you start the game should be no different from fighting 10 bandits after playing 100+ hours, only your skill, equipment, and in game training (which you actually do with fighters and trainers) should matter.
same goes for ranged weapons which should be deadly in the right hands, you get an arrow in the enemy's neck and its bye bye enemy, and thus using ranged weapons like arrows and crossbows should be more difficult to master (think sniper rifle in BF3 or bows in thief games)
2- Stealth:
oh man what can I say I love the thief games, and consider them to be the BEST stealth fantasy TO DATE, no other game even comes close, not by a long shot, in stealth the player should need:
a-darkness, shadows and night fall should be paramount for good stealth play.
b-not making noise and minding the surfaces he is moving on (metal makes more noise than dirt..etc)
c-and minding LINE OF SIGHT, I'm so sick of the homing missile enemies and the being invisible because you have 82 in sneaking skill crap.....if you walk in front of the enemy's eyes THEY WILL SEE YOU, no matter what, which brings us to the next sub point of stealth:
LEVEL DESIGN:
quite simply all levels in the next TES game should and must have a "stealth layer" designed into it.....what I mean is that cities should have accessible windows, rooftops and sewers for stealth players to use, caves should have wood beams to climb on and hide, and dark corners to shroud one self in, and water holes and secret short cuts...etc also light should act 100% realistically to give thieves and agents..etc actual darkness to use, sneaking in broad day light IN FRONT OF GUARDS should be as possible as compressing water.
3-Magic:
magic should and MUST be very very VERY powerful, throwing a fireball in the middle of a crowd should be like throwing an actual grenade in an actual crowd IRL, bloody, fiery and devastating, as such magic should be hard to learn (you can't buy spells) and require the player to actually go to a mage's guild or college or Synod ...etc to learn this, also magic should not be a spam fest... spell casting and aiming and success must rely on player knowledge (yes actually reading books about the spells and learning from masters) and skill of course, throwing a fire ball too near will kill you as much as anything else, also mages should have defensive magics like deflecting arrows with telekinesis or absorbing hostile spells with a counter spell ...etc to counter the fact that mages are vulnerable when casting stuff.
also magic should feel organic, like if you learn a fire bubble spell you can later learn than with telekinesis you can expand the bubble to create a fire nova effect and so on and so forth, spells should be powers not machine guns that shot from hands instead of assault rifles.
so that is all
hope I did not bore you to death, but I'm just so sick of all the stats and attributes and values and HP points...etc and think that since we got the technology now, why not take TES to the next era.