Official: Beyond Skyrim TES VI #65

Post » Mon Oct 12, 2015 10:13 pm

This thread is for ideas and suggestions for future Elder Scrolls games, and to keep all the discussion in one series of threads.

We also have an official thread specifically for http://www.gamesas.com/topic/1530488-tes-vi-location-and-setting-speculation-26/ suggestions for future games.

Now that Skyrim has been released the number of suggestions and ideas for the next ES game are starting to show up. We have a long way to go before we get another ES game and all topics like this will be closed and either transferred or referred to this one.

Please keep any discussion of Skyrim in the correct forums.

http://www.gamesas.com/topic/1536422-official-beyond-skyrim-tes-vi-64/

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jesse villaneda
 
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Post » Mon Oct 12, 2015 1:47 pm

I'm on a phone, so my ability to type and format is limited, but I just wanted to open this up with a bot of theory and concept, since we've got some new blood.



Not to pick on you, but this just made me think of the whole notion...

There are many types of fantasy. Peter Pan is fantasy. A song of Ice and Fire is fantasy. Harry Potter is fantasy. Fantasy can mean many things, and reflect in many ways, but it is a broad idea, not a concept or justification in and of its self. For me, at least, "Because it's Fantasy" is only one step better than "Because its cool" as far as justifications go. Which is to say, rubbish.

Tamrel follows its own rules and lAs, and it is within those rules that we should evaluate what can be done, how it's done,.and whether or not.it SHOULD be done. The laws of the setting are part of the world building aspect of the fantasy, and violating them diminishes everything as a whole.

Jumping 12 feet straight up is sully, violates Tamriels laws, and was frankly one of the most absurd parts of the older games. It doesn't add anything that can't be handled while adhering to the laws of the setting, looks borderline idiotic (though that may be in part to Bethesda's notoriously bad jumping animations) and doesn't need to return.

Similarly, overly action-y animations (particularly those prone in E-RPGs) don't fit with the setting we have, and shoehorning them in for the rule of cool hurts everything overall. Even ESO's cutscenes push things a little too far in some places (and it's gameplay powers are almost entirely useless).

Maintaining the integrity of the setting is paramount, regardless of expectations, tropes, 'cool' effects and things drawn from other games.

The best Fantasies are true to themselves.
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Alexandra walker
 
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Post » Mon Oct 12, 2015 9:05 am

Except you can have the exact same representation in a Skill by not investing within a Skill tree in the first place, without artificially hampering a Skill based on nauseatingly artificial percentage based "perks". You can have a character who is not necessarily great with a blade as someone else...if you don't invest in that tree. Your Skill wouldn't level as quickly, and lose out on some neat abilities, but you're not otherwise completely gimped and can still use the Skill all the same.

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Schel[Anne]FTL
 
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Post » Mon Oct 12, 2015 10:26 am

Hey all, not sure how many devs view these forums but I thought I'd just throw a few things out there. There are 3 things I really would like to see in the new game:

1. Skills from ESO being brought over such as Radiant Glory and Teleport Strike. Also, I would like to see the continuation of use of Ultimates or an extremely powerful attack that can only be used every so often or under certain circumstances.

2. Character Models similar to ESO's with more detail. The Khajiit models in ESO I believe are nearly perfect and way improved compared to Skyrim. Please keep the tails the same and please please please don't bring back the saggy cheeks lol. Having different stances for different play styles would be a great addition as well. Depending on which stone or star you align yourself with could affect the way you walk and carry yourself. Shadow could have an sneaky style about him, thief could have a bandit style, and apprentice the way a scholarly apprentice might walk etc etc.

3. Deconstructing weapons and armor and bring over the race specific styles. This feels like a major thing missing when going back to Skyrim from ESO. Please keep and add to this mechanic :smile:

If no devs see this, oh well. I at least wanted to get these ideas out there and at least I tried lol. Either way, I would like to hear other people thoughts and ideas as well.

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cutiecute
 
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Post » Mon Oct 12, 2015 3:42 pm

This particular forum? Zero.

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courtnay
 
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Post » Mon Oct 12, 2015 8:46 am

You never know lol. Devs are humans too and surf the internet just like anyone else. They're not some mystical beings that only venture to developer specific websites. Either way, that's off topic discussion.

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Heather M
 
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Post » Mon Oct 12, 2015 9:37 pm

As a general opinion, I don't think any of the abilities or spells in ESO have much use. They are designed for an MMO environment, and don't translate well, either conceptually iR mechanically, to the model the single player games operate on. If the gameplay became more like Dragon Age, maybe, but u for one dint want that... There are elements which could be useful, teleportation and area effect, sure, but things like Radiant Glory are way, way too game-y for my personal tastes...

I do like the character creation system though, particularly in terms of he body morphology. I am not a fan of the Elves (to Tolkien, not enough Mer) and think a Fallout 4 style facial system would be better, but ESO definately has things to contribute in regards to character design.

Deconstructing weapons is... Eh... I don't know how I feel about it.In ESO, it's an economy feature designed to decrease farming and waste... But in the single player games, the mods I've used that allow it feel like they cheapen the whole crafting dynamic. Particularly when dealing with rare materials, they make it less of an achievement to make or obtain high quality and rare gear. It also depends entirely on how the mechanics of crafting work... But overall I find saluaging gear leaves me unsatistifed...
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Evaa
 
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Post » Mon Oct 12, 2015 6:33 pm

I think there's an idea there...but with a catch. A character with a low Smithing Skill will not be able to salvage all of the materials for instance, and could end up with a paltry return that might not give them useful materials.

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jodie
 
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Post » Mon Oct 12, 2015 4:01 pm

That's how I imagined it working.

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CxvIII
 
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Post » Mon Oct 12, 2015 9:17 pm

Jumping far and high is fun and useful. I would like to see acrobatics and athletics return as skills.

Why would I want One-Handed to be as strong as possible when I don't need it to be as strong as possible? What if making One-Handed stronger means that combat becomes too easy and boring? What if improving One-Handed causes my sneaky character to lose his need for stealth?

I enjoy playing well-balanced characters, and that is why I appreciate having the freedom to dictate exactly which of my character's skills are his strong, middling, and weak ones. Oblivion's system pushes a character's skills beyond the boundaries of his class, so that the thief and the warrior become the same.

I think I would prefer that a character's skill potential depend more on his personal affinity with a skill than on his attributes.

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Claire Mclaughlin
 
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Post » Mon Oct 12, 2015 11:49 pm

I don't see why athletics and acrobatics can't exist in a more 'realistic' fashion, especially if coupled with a non-binary encumberance system. Jumping slightly higher-- say, at level 100 you have the leaping skills just a bit better than an Olympic high/longjumper--but also when it comes to things such as climbing or vaulting or footspeed. Add in things such as momentum factoring into melee damage...

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Grace Francis
 
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Post » Mon Oct 12, 2015 11:14 am

Pretty much my stance on it. A...less horrible version of Skyrim's perk technique trees can easily achieve that goal, albeit I'd rather see the percentage based perks dropped for the most part. You can more or less accomplish the exact same thing, while still having your overall Skill level dictating how much damage/stamina/magicka is utilized. Two characters using Long-Blade are both going to be pretty good fighters with that weapon, but the one that has actually invested in the Tree and utilizes those techniques is going to outstirp the other character by a wider margin and gain experience faster in that Skill. How your character grows and develops is up to you and how invest in the different Skills.

Granted, Attributes would play a...eh, reasonable size role in how your character operates. You don't have to play a Warrior with a lot of Endurance and Strength. You should be able to be just as competent fighter if you decide Intelligence and Agility is more your thing. Bare in mind that running around with Warhammers and trying to use Longbows effectively might not be the best course of action.

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Arrogant SId
 
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Post » Mon Oct 12, 2015 5:05 pm

I've never meant that Acrobatics has no place... Just that the absurd jumping of Morrowind and Oblivion is just that. Absurd. IT has no place, at least not without some serious magical assistance... And we all know what over-fortifying your jumping causes...

It's also a rather shallow mechanic to become better at long jumping and high jumping at the same time. They require substantially different form... I could see a lot of things to explore with Athletics and Acrobatics, but not as they've been used before. Low gravity jumping sillyness is something best left to the outer planes.

Again, i think it depends largely on how the crafting works... Should you be able to melt down forged Ebony and get a bar you can use to make something new? I'm personally not sold on the idea... Taking apart a sword and using the blade on another? That i can deal with... Which of course ties back into what kind of crafting system we're dealing with...

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Chris Duncan
 
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