1. Quest markers- I have seen a lot of opinions against it. People want to do it on their own. They don't want the little mini map with the marker showing them which way to go. It's immersion breaking...
Me: I think that quest markers are good. Look, I can look something up in the journal like I did in Morrowind easy enough. But do I really want to see a page-long entry that gives a general direction? If I go in a general direction, a 10-degree course error could be the difference between me finding the next cool place and aimlessly wandering around and becoming frustrated after deciding I'm lost and can't get quest xxx done. I wouldn't mind quests like the Countess of Bruma's quest where there were short legs to a landmark, which would give you another landmark. But too many of these without a quest marker would become a pain in the rear. Does this outcrop really look like an old lady's nose, or is it the one that looks like an elbow? Is this the landmark for the quest that says go to the ridge that looks like a lion's back, or the one that says look for the ridge that looks like a bear's back? Do you really want to take a 70-100 hr game and add more time into it just because you get lost? I don't care for the tedium.
My solution: Make quest markers for Oblivion style quests toggleable. For the odd quests like the Countess of Bruma's, toggleability would be good. For all quests, at least an arrow pointing straight to your destination would help kill the tedium greatly (and would avoid the "immersion breaking" inherent in knowing exactly where your destination is).
2. Fast travel- Detractors tout the Morrowind system of silt striders and mages' guild teleports. After getting to your nearest city, you walked to your destination (which you didn't always know exactly where it was). There was no real way to get closer to your destination without cheats (and when I learned of ~coc
Me: While I can see where they're coming from, there's nothing in Oblivion that forces you to fast travel, or only fast travel between cities. Oblivion's also pretty big, and it can be a pain to get to somewhere (especially in the Jerall Mountains). Morrowind was even bigger, with much wider and more open (with some areas also being much more difficult to climb sans levitation). I don't want to have to zig-zag up the same mountain twice (this playthrough), though. If I have a location nearby to which I can fast travel, I want to be able to do so. Why spend another XX minutes retracing the same basic route? I want to eventually complete the quest/game...
My solution: If you don't like fast travel, you don't have to use it. I wouldn't mind seeing a transport network set up, perhaps even a quest or three defending a cart/silt strider/whatever using ranged and/or melee attacks. But please don't get rid of fast travel.
3. Levelling- I've seen people beg for a different levelling system. Modders have replied with the XP levelling system, removing the cap of 100 for stats and skills, and all +5 stat increases (and stuff in between). I think that's awesome.
Me: I think hitting something just to level up a skill or my level is EXTREMELY boring. Blocking an attack repeatedly for skill levelling is even more so. There is some actual legitimacy to the requests. Fallout 3's levelling system was nice, but eventually, you stopped getting level ups and skill increases there too... Oblivion's trainer system is really nice, but if you want to keep levelling up at higher levels, you might be spending all your training for your level levelling your major stats (which can be uncapped by mods as well)... I wouldn't particularly mind XP entering into TESV, but I wouldn't want it to become the primary levelling factor.
My solution: This one, I've got none. I'd kinda like to see XP enter into the game, especially for finding locations through exploration (and killing stuff. Incentives for indiscriminate killing of people/monsters I don't like are always welcomed). Using said XP to supplement your skills/stats/levels would be great. But as an "immersion factor," I'd still like to see the basic Elder Scroll levelling system of use skill, advance in skill, advance in major skills, level up, to take the center stage.
4. Start- Look, I believe that change would be nice here, so it's not like I have a fresh viewpoint here. Having the same exact start and start option is boring as all get out. Play through it enough times, unable to make major path changes, and the game just becomes extremely boring. How many times do you want to do the Mage's Guild Recommendations, or saving Kvatch, or running through an Oblivion gate to close it?
Me: I like the Dragon Age/Bioware approach. Being able to choose your origins is awesome. Being able to choose your factions/game path is even cooler. For example, should I help the Mage's Guild, or go offer my services to the Necromancers? Should I go play through the rat quest again, or can I join a guild that gets high before a mission? I wouldn't like to see completing quests for the Thieves' Guild stopping me from doing the Fighter's Guild quests (like I think happened in Morrowind). Having the options affect your game is also something I want. I liked Neverwinter Nights 2's ability to upgrade your keep (and be its commander to make me feel self-important). Dragon Age and other recent Bioware titles (some old ones too) have given me the sort of path options that I want to see, even affecting the basic ending story (am I saving the Republic or creating a Sith Empire?).
My solution: Mods can help, but I really prefer the vanilla game that is released by a company. If I mod it, it feels slightly out of place (or causes trouble with my other, less game-changing mods). Beth needs to do any tweaks to the game/story before it comes out, if I'm to feel like it belongs.
5. Add favorite weapon- I've heard complaints that weapon XXX didn't appear in Oblivion. People who like weapon XXX were rightly disappointed. Enough said about their viewpoint.
Me: I like swords. I like bows. I like shields. I like magic. As long as these don't disappear, my character won't be disappointed. I never use the blunt weapon category, and I never used spears in Morrowind. I don't do hand-to-hand in Oblivion, although I felt there was meaning to h2h in Morrowind. The only reason I'd like more weapon types in the game is to add to the immersion and force me to use some strategy in attacking.
My solution: M'aiq the Liar. He will make fun of me, you, the devs, and that random person that walked past your window just now. If you want strategy, why not play chess? Or maybe we can have more weapons...
6. Encumberance/Strength- There's a lot of complaining that heavy armor/weapons/anything else slightly useful weighs too much (or too little). I've read some complaints about some item being too light (usually a heavy armor briastplate). Others point to how real swords don't weigh 50 lbs (or do they? Are swords made to actually be used outside of Japan these days?). That aside, on this issue, it seems like some people are Republicans, some are Democrats, and some people are just sitting and laughing at everyone.
Me: Who ever said that pounds, kilograms, or whatever weight system you try to import from Earth-land is recognized in any corner of Tamriel? The way I see encumberance/strength relates to fatigue and carrying capacity, unrelated to units British money or armies of paperclips. As I get stronger, I can carry more cool stuff (and/or cooler stuff). As for the weight of gold, IREALLY don't want to have to worry about that. Where's my debit card? Garcon?
My solution: Ignore the complainers. If I want to make something lighter/heavier, there's the CS and there's mods. If I don't want to take 15 trips to and from some piddly-dink cave to pick up, haul, and sell gear, there's always ~tgm.
7. Shop gold- A lot of players like the Morrowind system better. They think the store should have a varying amount of gold available to trade. This gives the plus of being able to sell a 15,000 septim sword for 15,000 septims, not 1,200 septims (if the guy has anything worth spending 13,800 septims on).
Me: I mainly like the Oblivion system better. I see the capping system as being the merchant's comfort zone for purchases. The better they are at mercantile, the bigger the comfort zone, the more gold they'll spend on your item. It is not a measure of how much gold they actually have. Nor should it be, as the world does not revolve around me! If it did, the further I got into the game, the less money would be available at merchants, as I sell much more than I buy.
My solution: M'aiq the Liar. He will make fun of one group (or both of us) in TES V. A toggle in the options menu might help, too.
8. Lockpicking- The main opinion is that the minigame needs to go. If a novice can crack a very hard safe, there's got to be a problem here. Enough said.
Me: I mostly think that Oblivion's lockpicking game is better than Morrowind's, and while Beth can make the system more challenging next time around, they shouldn't revert to Morrowind's. The complaints come from us being more capable at cracking the locks than Beth could scale the lock difficulty with Security skill/Agility stat. I'd rather see a minigame based on Oblivion's than a return to pure skill checks for lockpick success/failure. While I wait for TES V, I'll be cracking every lock in Cyrodill, even if I lose a few lockpicks along the way!
My solution: See my opinion section.
Since Beth developers have gotten complaints above, I'd like to tell them what they did good in TES IV. Shivering Isles. Sheogorath. Big Head. The world of Tamriel. Sheogorath's shrine quest. Sanguine's quest. M'aiq the Liar. Graphics that can push even today's computers to their limits on high res settings. An all-around good game.
If I feel like saying anything else, maybe I will. Or not. I know more than I tell.