If TES:V Had A hardcoe Mode, Wich Elements Would You See?

Post » Fri Apr 08, 2011 6:39 am

Wich of these hardcoe elements would you like too see if TES:V had a "hardcoe Mode"? Maybe none? Remember, theres multiple choices!!!
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No Name
 
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Post » Fri Apr 08, 2011 9:18 am

The first choice "No Quest Compass" is means no compass at all.
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SHAWNNA-KAY
 
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Post » Thu Apr 07, 2011 8:16 pm

I'm sorry, but all those things are RPG elements and if you don't want those things, you want an action game, like Halo.

It's not hardcoe vs. casual, it's two totally different genres of games. People who want to get rid of the compass and make combat skill based just want Elderscrolls to be a series of RPGs again.
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!beef
 
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Post » Fri Apr 08, 2011 8:44 am

I'm sorry, but all those things are RPG elements and if you don't want those things, you want an action game, like Halo.

It's not hardcoe vs. casual, it's two totally different genres of games. People who want to get rid of the compass and make combat skill based just want Elderscrolls to be a series of RPGs again.


Not all those things are always needed for a RPG
eg need to eat, sleep and drink often ignored in RPGs, both Pen and Paper and video. Of course PnP has the advantage that a referee can choose to enforce those types of rules when important (eg when the PCs are travelling through a desert) and ignore them when unimportant

Rather than a hardcoe mode I'd prefer the game to have all the above and others as options which can be selected or deselected at the beginning of a game.
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Sarah MacLeod
 
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Post » Thu Apr 07, 2011 8:10 pm

I'm sorry, but all those things are RPG elements and if you don't want those things, you want an action game, like Halo.

It's not hardcoe vs. casual, it's two totally different genres of games. People who want to get rid of the compass and make combat skill based just want Elderscrolls to be a series of RPGs again.


Might be right about that, I just wanted to take those things that people claim oblivion needed, and make a poll about hardcoe mode out of it. The are some aspects that people don't want to see in TES:V.
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Neko Jenny
 
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Post » Thu Apr 07, 2011 11:43 pm

There should be no different modes or difficulty sliders.
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RaeAnne
 
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Post » Fri Apr 08, 2011 2:11 am

Wich of these hardcoe elements would you like too see if TES:V had a "hardcoe Mode"? Maybe none? Remember, theres multiple choices!!!

I prefer the following step:
1. See how it turns out in Fallout New Vegas; but then again, this is more of Fallout style then Elder Scroll ( remember that Beth is not making New Vegas)
2. Beth must have alot of money and resource to able to do this. If not...
3. "No hardcoe mode" and pick one or a few stuff and place then into normal gameplay.
4. Keeping 3 in mind, remove anything that force one to roleplay i.e. remove Survival/Necessity.
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Isabell Hoffmann
 
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Post » Thu Apr 07, 2011 6:44 pm

I prefer the following step:
1. See how it turns out in Fallout New Vegas; but then again, this is more of Fallout style then Elder Scroll ( remember that Beth is not making New Vegas)
2. Beth must have alot of money and resource to able to do this. If not...
3. "No hardcoe mode" and pick one or a few stuff and place then into normal gameplay.
4. Keeping 3 in mind, remove anything that force one to roleplay i.e. remove Survival/Necessity.


I agree, someone's doing it, soon enough we'll find out whether this fear of having toggle-able game mechanics is such a bad idea or not. If it turns out not to be as bad as many of the people opposing toggle-able things (e.g.fast travel, quest arrows) make it sound, then I say give it a shot. If something is good, then it should be used.

If however it does turn out to be a whole big mess, just scrap the whole idea, life's best teacher is experience.
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saharen beauty
 
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Post » Thu Apr 07, 2011 5:29 pm

In addition to whatever I just voted for, certain "features" should be dependant on having appropriate materials.

Journal/parchment
Quill
Inkwell
Compass
map
etc.

That doesn't exactly make the game hardcoe, per se, but it presents you with the option to "fly blind" on a lot of fronts, or carry extra items (that I voted should have weight)
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Elena Alina
 
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Post » Fri Apr 08, 2011 6:17 am

"Big Monsters! Big Prizes! I love it!"
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Brιonα Renae
 
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Post » Thu Apr 07, 2011 11:15 pm

I prefer the following step:
1. See how it turns out in Fallout New Vegas; but then again, this is more of Fallout style then Elder Scroll ( remember that Beth is not making New Vegas)
2. Beth must have alot of money and resource to able to do this. If not...
3. "No hardcoe mode" and pick one or a few stuff and place then into normal gameplay.
4. Keeping 3 in mind, remove anything that force one to roleplay i.e. remove Survival/Necessity.

Survival/necessity, i think, falls more under sim/micromanagement than roleplaying.

Role playing is playing a role. The more you can customize your character as far as ability, occupation, and experience, the better.

If you can choose any role you can think of and play out the story in any reasonable, possible way, then the game has done its job.

And, of course, if you don't want to role play, why are you playing a role playing game? :confused:
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Nicholas
 
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Post » Thu Apr 07, 2011 8:52 pm

Survival/necessity, i think, falls more under sim/micromanagement than roleplaying.

Role playing is playing a role. The more you can customize your character as far as ability, occupation, and experience, the better.

If you can choose any role you can think of and play out the story in any reasonable, possible way, then the game has done its job.

And, of course, if you don't want to role play, why are you playing a role playing game? :confused:

Okay, force action or simulator element, but I think ya got the idea of what I mean. : P
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Damned_Queen
 
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Post » Thu Apr 07, 2011 10:38 pm

Of those choices, this is how I feel
1. No Quest Compass.
I see no point in removing a compass. It's not like it ruins anything, and makes my life slightly easier as I now have a sense of direction, instead of having to refer to a map every 2 minutes, like I had to do in Morrowind. I like the compass, but I'd like to expand on this and have it so we can BUY compasses. They can range from bad, but you have an idea, to spot on where you are facing.

2. No Quest Arrow.
Perfectly fine with this, but the player WILL need some sort of direction. Having places marked on the map works too, if the quest giver or guide knows the location.


3. No Fast Travel.
Instant Fast Travel, ala Oblivion, is a big no no in my book. So I approve. Instead, we need to pay to where we want to go, and even then limit it to certain locations (cities, towns, you get the idea).

4. Fast Travel - With Chances of getting ambushed.
Sure, why not? Assuming FT is done via walking/horse, then we should be stopped. If it's done through paid-for rides, this can be mighty inconvenient if done wrong.

5. Survival/Needs - Drink, eat, sleep.
Personally, I hate the idea of this. Did this in MW and OB as a test, and hated it both times.

6. Rest/sleep - Chances of getting attack/robbed.
Was done in Morrowind, can't see why this can't continue.

7. Rest/sleep - Doesn't heal magicka or health.
No

8. No fatigue regeneration when running.
Morrowind took it a step further, you lose fatigue when you run. I'd rather have fatigue be lost when running than have it paused. The only time it should pause is when someone has a really good athletics skill, and slightly regenerate at master.

9. Dice Roll/Hit Chance - Based On Skills.
No. Combat systems should be consistent. Making two different styles only complicates the combat system, and leaves much to be desired.

10. Locational Damage/Injuries.
Don't see why this can't just be in regular play. As long as both sides (NPCs and PC) are affected.

11. Disease can become fatal.
Daggerfall did this, so diseases were really something to be afraid of. Morrowind took at the death part, but blight was scary. Time to give diseases its bite again, instead of minor annoyances.

12. All items have weight (Like gold, lockpicks and more.
Daggerfall did this, HOWEVER there MUST be banks for this to work, or else this will do nothing but piss off people.
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i grind hard
 
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Post » Thu Apr 07, 2011 7:40 pm

I voted none. The games are all fine as they are IMO.
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Elina
 
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Post » Fri Apr 08, 2011 4:07 am

It's hard for me to decide, because some of that stuff I don't just want in hardcoe mode.

Fast travel should have a chance of interrupt either way.

compass should always be there while quest arrows should not.

Hit chance should not be based on skills.

location damage in both casual and hardcoe, injuries only hardcoe.

rest sleep should always have a chance of interrupt, provided the situation is logical.

The only real hardcoe choices are:

Fatal deceases

survival needs

all items have weight.
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Ludivine Poussineau
 
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Post » Thu Apr 07, 2011 10:29 pm

Aside from my usual preferences (I would prefer to have in-game fast travel methods, like mage guild portals and caravans and the like, still available), I picked an important "Other hardcoe elements (explain)" point too:

Permanent death

You die? Make a new character.
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TASTY TRACY
 
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Post » Thu Apr 07, 2011 6:54 pm

Of those choices, this is how I feel
1. No Quest Compass.
I see no point in removing a compass. It's not like it ruins anything, and makes my life slightly easier as I now have a sense of direction, instead of having to refer to a map every 2 minutes, like I had to do in Morrowind. I like the compass, but I'd like to expand on this and have it so we can BUY compasses. They can range from bad, but you have an idea, to spot on where you are facing.

2. No Quest Arrow.
Perfectly fine with this, but the player WILL need some sort of direction. Having places marked on the map works too, if the quest giver or guide knows the location.


3. No Fast Travel.
Instant Fast Travel, ala Oblivion, is a big no no in my book. So I approve. Instead, we need to pay to where we want to go, and even then limit it to certain locations (cities, towns, you get the idea).

4. Fast Travel - With Chances of getting ambushed.
Sure, why not? Assuming FT is done via walking/horse, then we should be stopped. If it's done through paid-for rides, this can be mighty inconvenient if done wrong.

5. Survival/Needs - Drink, eat, sleep.
Personally, I hate the idea of this. Did this in MW and OB as a test, and hated it both times.

6. Rest/sleep - Chances of getting attack/robbed.
Was done in Morrowind, can't see why this can't continue.

7. Rest/sleep - Doesn't heal magicka or health.
No

8. No fatigue regeneration when running.
Morrowind took it a step further, you lose fatigue when you run. I'd rather have fatigue be lost when running than have it paused. The only time it should pause is when someone has a really good athletics skill, and slightly regenerate at master.

9. Dice Roll/Hit Chance - Based On Skills.
No. Combat systems should be consistent. Making two different styles only complicates the combat system, and leaves much to be desired.

10. Locational Damage/Injuries.
Don't see why this can't just be in regular play. As long as both sides (NPCs and PC) are affected.

11. Disease can become fatal.
Daggerfall did this, so diseases were really something to be afraid of. Morrowind took at the death part, but blight was scary. Time to give diseases its bite again, instead of minor annoyances.

12. All items have weight (Like gold, lockpicks and more.
Daggerfall did this, HOWEVER there MUST be banks for this to work, or else this will do nothing but piss off people.

I like your suggestions. I would like to have to actually plan for a long journey. When I leave the imperial dungeons with nothing, I should not be able to wander to the far off edges of the province without food etc. I want to have to bring warm clothes if I'm heading into cold country, I want to have to have food etc. I want to get lost and wander around looking for help. Imagine if when going dungeon diving you had to bring your own food, a fire kit, water etc. It would make the exploration in the game so much more worthwhile and there would be a real sense of accomplishment when you found a far off destination. Fast travel and compasses have been discussed, but I think that having a way point marker that would only point to places you had already been should be implemented. Give everything a weight so that you would have to cache your gear from time to time.
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QuinDINGDONGcey
 
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Post » Fri Apr 08, 2011 1:11 am

Poll is bugged for me, but perma death would be quite interesting as an optional feature :)

Edit: Full loot upon death would also be cool, but then they'd have to rewamp the system whereby you spawn somewhere, which would require some creative lore bending I guess.
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RUby DIaz
 
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Post » Fri Apr 08, 2011 12:09 am

I just want the series to back to the way Morrowind was. No map marker and having to read your journal and actually use the map that comes with the game to do quests and get around. That element is what got me immersed in the game and made it more challenging. I like the idea about having to eat, drink and sleep too.
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suzan
 
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Post » Thu Apr 07, 2011 11:35 pm

"No fatigue regeneration while running" should be in ESV regardless of a hardcoe mode.
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James Rhead
 
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Post » Thu Apr 07, 2011 11:00 pm

'Locational Damage\Injuries' is a very good one that TES should introduce. It would make the game a little bit more realistic.
Not in a hardcoe mode, but the character in the game should have marks from the damage he has taken in the last 24 hours or so, or event throughout the entire game.
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Alina loves Alexandra
 
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Post » Fri Apr 08, 2011 6:12 am

Aside from my usual preferences (I would prefer to have in-game fast travel methods, like mage guild portals and caravans and the like, still available), I picked an important "Other hardcoe elements (explain)" point too:

Permanent death

You die? Make a new character.

I'd rather have this as a rule to myself than as something I could optionally force upon me. That way if I die because of a glitch I can still reload.
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Ice Fire
 
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Post » Fri Apr 08, 2011 3:59 am

I'd rather have this as a rule to myself than as something I could optionally force upon me. That way if I die because of a glitch I can still reload.


A, but a "rule you force on yourself" can't quite match what a game can do with a permanent death mechanic.

Just because you create a new character doesn't mean the world has to start from the beginning as well (though you have the option, of course). You might well "meet" the remains of your previous character(s) somewhere near where they died. Your new one might find that some people he helped in the past carefully retrieved his corpse and erected a mausoleum in his honour, and you'd have the option to loot it for (some of) your previous character's equipment if you like - if you can do it unseen and make it past the vengeful ghost, of course. Or maybe your previous character appears as a spiritual mentor to your new one. The game could let you create a relative of your old character as well if you like, and there is even the possibility of some quests only starting if you do so - and some quests having a different conclusion if one of your characters died during performing them and another finishes the quest.
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Jessica Nash
 
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Post » Fri Apr 08, 2011 12:10 am

I just want the series to back to the way Morrowind was. No map marker and having to read your journal and actually use the map that comes with the game to do quests and get around. That element is what got me immersed in the game and made it more challenging. I like the idea about having to eat, drink and sleep too.


Neither of my copies of MW came with a printed map. Until I d/l'ed a map, I didn't even have a clue what direction to go, in order to find the major towns. Taking public transportation all over the island just to add places to my map was about the only alternative I could figure out in the meantime.

Eating, drinking, and sleeping would probably be seen as "unnecesary chores" by a lot of casual players. Having them give long-term benefits for 12-24 hours (Food = natural health recovery over time, Water = natural fatigue recovery, and Sleep = natural magicka recovery) could be a "compromise".
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kyle pinchen
 
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Post » Thu Apr 07, 2011 6:14 pm

This isn't New Vegas so no.
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Benito Martinez
 
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