What Parts of Daggerfall (or Arena) Should Be Included in TE

Post » Fri May 13, 2011 7:26 pm

30-35 skills sounds okay - Not sure I agree with the 'streamlined' approach.

I'm sure any long jump athlete you speak to would recoil if they were asked to do a 100m sprint or climb something. But presumably their 'acrobatics' skill is high, right?

Sure some of these skills are transferrable - every skill should have two/three other skills improved by its increase, so 4 points in 'running' might also increase the jumping, climbing and dodging skill by 2 each - Diablo 2 did this with 'synergy bonuses' which made perfect sense. Similar with weaponry, I'm not sure a master swordsman could instantly wield a dagger 'Under-Seige' style without further training.

Anyway, I hold out far more hope for DaggerXL than TES:V :shrug:
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Nadia Nad
 
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Post » Fri May 13, 2011 6:21 am

... Anyway, I hold out far more hope for DaggerXL than TES:V :shrug:

x2 (sadly) :violin:
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Luis Reyma
 
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Post » Fri May 13, 2011 3:46 pm

um....everything?
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Nick Swan
 
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Post » Fri May 13, 2011 3:54 pm

lets see....

Random quests
Randomly generatored dungeons
Realistic prices (houses that cost 100,000's of gold)
Wagons
Horse combat
Restricted areas and huge castles with puffed up nobles
Conflicts between fractions
Language skills
A realistic reputation system
Guilds that take longer then a few days to complete (in oblivion I had met the the gray fox in about 3 in-game days)
Heaps of equipment slots
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Lew.p
 
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