TES V Ideas and Suggestions # 139

Post » Fri May 27, 2011 1:56 pm

Just curious.

Which leveling system do you guys prefer the one from oblivion or fallout 3?

I don't mean the scaling just the leveling up and raising your skills.

The one from Oblivion. Practice skills, they get better, increase ten skills, and you distribute points into your attributes. Sounds good to me.

It's part of what makes TES TES. I wouldn't want it any other way.
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Tom Flanagan
 
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Post » Fri May 27, 2011 11:20 am

The one from Oblivion. Practice skills, they get better, increase ten skills, and you distribute points into your attributes. Sounds good to me.

It's part of what makes TES TES. I wouldn't want it any other way.

But the micromanaging is SOOOO painful! I'd rather go back to the DF leveling system before I see the MW and OB leveling system.

For reference, the DF leveling system is a mixish between exp. leveling and MW/OB leveling. In it, you increase your primary, secondary, and tertiary skills to a certain point, and you level up. When you level up, you are given 4-6 attribute points to distribute freely among your stats. So, in theory, you could only use combat skills, but increase only your int. if you want. May not be seamless, but it's a LOT less immersion breaking and a lot more enjoyable than to micromanage getting the +4 or +5 stats.
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casey macmillan
 
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Post » Fri May 27, 2011 1:41 pm

I'd like to see perks make their way into TES though.
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james tait
 
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Post » Fri May 27, 2011 4:17 pm

Some perks kindof annoyed me thoughand I'm sure it has with others at how some perks allowed you to do some special things while you only had a limited amount f points that would be great but wouldnt suit your RP style. Because sure everyone would like the perk that makes you sneak better but if youre playing a warrior or something when would you be sneaking around, although the perk makes it so it's no footstep noise or something... while other perks give you special execution moves or something and again everyone would like more action but you only have 2 options or something and that's not very fun.

My vote is just no perks in TES.
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Austin Suggs
 
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Post » Fri May 27, 2011 9:38 pm

Just curious.

Which leveling system do you guys prefer the one from oblivion or fallout 3?

I don't mean the scaling just the leveling up and raising your skills.

I prefer Fallouts to Oblvion because:

1.It doesn't take forever to get to the next level
2.I don't have to sleep to level up
3.I quite like perks
4.I like putting some points into my major and minor skills, but I would still like to put some points into stuff like strength

To be honest I want one that allows me to contribute to my stas and skills, but it must be balanced.
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JERMAINE VIDAURRI
 
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Post » Fri May 27, 2011 12:52 pm

I have an idea on dual wielding controls, since for me a feature must be easy to control.

As dual wielding places a weapon in both hands, the left trigger will now be used for swinging the left weapon. On the PC the buttons switch, with left click now applying to your left hand weapon and right click your right hand.

Blocking is accomplished by pressing both attack buttons simultaneously. However, if one is to let go of a button (say, the left trigger), but still hold the other button, then the other weapon will still be held up, allowing the player to keep an opponent in lock while still using one of their weapons to attack. Letting go of the blocking weapon's button lets your guard down completely.

Due to the player's hands both being completely filled now, the left shoulder button (which in Oblivion is grab, but, as I have mentioned several times before, should now, when used against NPCs, act as a grappling function) now no longer grapples with one's hands, but with one's weapons. When pointing one's cursor in the general direction of an enemies weapon, the context changes to become a parry. I'm not sure which I like more; The grapple button could be held down, then one of the two triggers pressed to parry with the relevant weapon, allowing the other to be open, or the grapple button would simple parry with the right handed weapon always. The former is more complex but allows for more flexibility in maneuvering yourself and your opponent (parrying with one's left handed weapon could force an opponent to stagger to the player's left, positioning them against a wall perhaps. Always parrying to the right could cause problems) while the later lacks options but is much simpler to achieve.

When pointed at the body of an NPC (context also changes depending on which body part one is pointing at), the weapons are now used to grapple. Grappling at the chest would allow one to grab an enemy around the torso. Pressing attack would then allow someone to slice at their chest or back (depending on whether you were in front or behind them). Grappling the head is difficult to do, but success allows one to attempt to slit the throat or attempt a choke (if one had blunt weapons, like a mace). Grappling at the lower hands of an opponent would allow the player to cause the enemy to drop their weapon by cutting their knuckles.

As with all grapples (both with one weapon, two weapons, or no weapons), pressing the relevant direction on the control stick causes the player to attempt a throw or take down.

On the subject of grappling itself: I believe it should be available to most fighters, despite being part of the Hand-to-Hand skill I think grappling should also be affected by strength and agility, so those with high strength would have trouble succeeding a grapple, but once they had their enemy in one they would have little trouble keeping them in it. Those with high agility would have little trouble succeeding a grapple, but have a lot of trouble keeping them in it, so they would have to act quickly (usually attacking a letting go. Those with high agility are most likely thieves or assassins, so a slit throat should be fast and not hard to complete without the grapple being broken), although throws would be difficult for them as strength would govern how well someone could throw the enemy, if at all.

The main reason I want functions like grappling, parrying, shield bashin (which I did not go over, but have before. It would be very easy to do. While holding block, press attack. Rather than swinging out of a block, like in Oblivion, instead the player would bash with their shield. Hell, they could even be allowed to bash with the pommel of their weapon, so long as they were no dual wielding and had no shield equipped.) is so that fighters, especially hand-to-hand characters, which are notoriously boring and difficult to play, could be more fun, less straight forward, and have more options available to them so that they find themselves in much more complex situations.

Wow, I really let myself go. I expected this to be much shorter. Rant over, I suppose! :D
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Ridhwan Hemsome
 
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Post » Fri May 27, 2011 10:14 pm

But the micromanaging is SOOOO painful! I'd rather go back to the DF leveling system before I see the MW and OB leveling system.

For reference, the DF leveling system is a mixish between exp. leveling and MW/OB leveling. In it, you increase your primary, secondary, and tertiary skills to a certain point, and you level up. When you level up, you are given 4-6 attribute points to distribute freely among your stats. So, in theory, you could only use combat skills, but increase only your int. if you want. May not be seamless, but it's a LOT less immersion breaking and a lot more enjoyable than to micromanage getting the +4 or +5 stats.

Daggerfall's method was fine, too. I just hate the idea of auto leveling.. I'm tired enough of that with MMOs.

But, the system in place has never been a problem for me, I don't really bother gunning for the + modifiers. I mean, if I get some high ones, I'll use them, but I'm never specifically aiming for them.
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GLOW...
 
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Post » Fri May 27, 2011 6:03 pm

Just curious.

Which leveling system do you guys prefer the one from oblivion or fallout 3?

I don't mean the scaling just the leveling up and raising your skills.

I'd say one that's similar to Oblivions system but not QUITE the same, there can be automatic leveling introduced for example, more fluent leveling without a "level up" pause, your attributes and skills being automatically calculated, no leveling steps at all but getting better with EVERY improvement... that's all possible, the CPU does keep track of everything you do already after all, that system would simply automatically calculate it into your skills and attributes.

I'd generally love to see it much more fluent with less steps and pauses in between, no number crunching and "now i have to use this to level that", just get better AS YOU USE IT.

I'd also kick the difference between major and minor skills other than that major skills are trained more and minor ones trianed less but all in all the ones you USE and trained most are oyur major skills, you're not a pre programmed robot after all, you can change what you do and learn something new (especially ina setting like TES where you're not bound to your class.
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Chris BEvan
 
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Post » Fri May 27, 2011 7:42 am

I have been playing Two Worlds lately and am very impressed with that game now that it has been patched up to a near 2.0 version from the original buggy POS. The voice acting is still atrocious, and the way your character initially looks can't be altered nearly as much as Oblivion, but the game itself is very entertaining and the world it takes place in is really massive, bigger than Oblivion I would wager. It's a cross between Gothic 3 and Diablo II, but a pure RPG rather than hack and slash like Diablo. But anyway, I like the way Character development occurs in Two Worlds. Everytime you go up a level you get to spend two different types of points for customization. You get 5 stat points each level to spend on STR, DEX, Mana, and Vitality. You also get one skill point at each level up to augment one of many different abilities. The abilities range from different schools of magic, to combat abilities, to dirty fighting skills (like kicking dirt in your opponents eyes), to thieving skills like picking locks. The sky is the limit for the way you make your character. You can basically make anything from a pure crazy barbarian bezerking warrior to a mage that can almost only cast spells. In terms of armor and weapon customization, it's far superior to Oblivion (minus mods of course which is second to none for Oblivion). There hundreds and hundreds of different armor sets and weapons. Everything from magical robes to rediculous looking plate armor. Weapons and armor can be even further altered with Diablo like jewels, gems, and other augmentations. You can make a regular sword glow with electricity by setting lightning type gems into it. Overall, a very cool game that I think the next ES take some ideas from.
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Laura-Lee Gerwing
 
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Post » Fri May 27, 2011 12:56 pm

I have been playing Two Worlds lately and am very impressed with that game now that it has been patched up to a near 2.0 version from the original buggy POS. The voice acting is still atrocious, and the way your character initially looks can't be altered nearly as much as Oblivion, but the game itself is very entertaining and the world it takes place in is really massive, bigger than Oblivion I would wager. It's a cross between Gothic 3 and Diablo II, but a pure RPG rather than hack and slash like Diablo. But anyway, I like the way Character development occurs in Two Worlds. Everytime you go up a level you get to spend two different types of points for customization. You get 5 stat points each level to spend on STR, DEX, Mana, and Vitality. You also get one skill point at each level up to augment one of many different abilities. The abilities range from different schools of magic, to combat abilities, to dirty fighting skills (like kicking dirt in your opponents eyes), to thieving skills like picking locks. The sky is the limit for the way you make your character. You can basically make anything from a pure crazy barbarian bezerking warrior to a mage that can almost only cast spells. In terms of armor and weapon customization, it's far superior to Oblivion (minus mods of course which is second to none for Oblivion). There hundreds and hundreds of different armor sets and weapons. Everything from magical robes to rediculous looking plate armor. Weapons and armor can be even further altered with Diablo like jewels, gems, and other augmentations. You can make a regular sword glow with electricity by setting lightning type gems into it. Overall, a very cool game that I think the next ES take some ideas from.


I stopped reading at the word two worlds.





God that game is terrible.
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neen
 
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Post » Fri May 27, 2011 3:38 pm

Alright thanks for the input everyone. :)
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Kelsey Hall
 
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Post » Fri May 27, 2011 1:25 pm

Guards shouldn't treat beggars with the same respect as regular people, they see them as scum of the earth and shouldn't stop me when I try to kill them; Beggars should be put in separate parts of cities to isolate them from the general public.
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Vahpie
 
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Post » Fri May 27, 2011 4:23 pm

Guards shouldn't treat beggars with the same respect as regular people, they see them as scum of the earth and shouldn't stop me when I try to kill them; Beggars should be put in separate parts of cities to isolate them from the general public.

Lets not forget that, in most countries in days of yore, vagrancy was a crime "punishable by branding, whipping, conscription into the military, or at times penal transportation to penal colonies."
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KiiSsez jdgaf Benzler
 
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Post » Fri May 27, 2011 7:53 am

I stopped reading at the word two worlds.

God that game is terrible.

Still doesnt mean that IDEAS from the game are necessarily bad
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Spaceman
 
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Post » Fri May 27, 2011 5:20 pm

Still doesnt mean that IDEAS from the game are necessarily bad

"Hey guys, how about TES V allow the player to have a dog, like in Fa-"
"FABLE IS TERRIBLE SO ARE YOUR IDEAS DIE IN A FIRE I HATE YOU"
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TOYA toys
 
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Post » Fri May 27, 2011 11:14 am

"Hey guys, how about TES V allow the player to have a dog, like in Fa-"
"FABLE IS TERRIBLE SO ARE YOUR IDEAS DIE IN A FIRE I HATE YOU"

"Guys I was going to say Fallout 3" :stare:
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SiLa
 
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Post » Fri May 27, 2011 4:58 pm

Armor segments:
I sometimes heard people saying they'd like to customize their armor and have more armor parts again, this can actually both be combined at least to a degree.


Some real armors have breakable parts that are meant to fall off under stress, for example jousting armors had discs at the upper chest near the shoulders that, when hit, broke off and slid over the shoulder. And there are armors that are made of several segments and mobile pieces, those could too break off single parts.

So instead of having all armor parts be as a single piece there can be a base objects and many single pieces that can break off, some armors could in fact just be a framework with single pieces and plates attached to it, that way larger plates could also break lose from it. Additionally armors can have slots on them for attaching decorations or additional plating.
This means some armors can really be reduced to the absolute base framework through damage maybe only having a holding grid or just a few dented and damaged plates left.
Also instead of armors having a overall armor rating individual parts of it could have some kind of "health" and damage points, once they break there's no protection left on that part. That way they wouldn't need to keep track of every single damage and hole but just the damaged segments. Also a armor can be destroyed around the stomach but still have protection around the chest and you can repair it if you have a fitting armor piece left.

With this system shoulder shielding could be part of the body armor as they could be detached and replaced with others. Though they could be separate parts of the armor too.

I also had an idea that if you find similar armors to the one you wear you can pick it up and "combine" your current and the found armor to repair it, the leftovers are the unused parts of the armor you picked up.

When a part of an armor is too damaged it will most likely simply fall off, you can pick it up again and repair that individual piece. If it's lost you have to make a replica of it or find a identical piece.


Some armors could also have more slots like decorative armors, of course they'd be heavier and have less actual armoring value as they are pretty much specific for attaching decorations to them.
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Lauren Denman
 
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Post » Fri May 27, 2011 7:05 pm

Armor segments:
I sometimes heard people saying they'd like to customize their armor and have more armor parts again, this can actually both be combined at least to a degree.


Some real armors have breakable parts that are meant to fall off under stress, for example jousting armors had discs at the upper chest near the shoulders that, when hit, broke off and slid over the shoulder. And there are armors that are made of several segments and mobile pieces, those could too break off single parts.

So instead of having all armor parts be as a single piece there can be a base objects and many single pieces that can break off, some armors could in fact just be a framework with single pieces and plates attached to it, that way larger plates could also break lose from it. Additionally armors can have slots on them for attaching decorations or additional plating.
This means some armors can really be reduced to the absolute base framework through damage maybe only having a holding grid or just a few dented and damaged plates left.
Also instead of armors having a overall armor rating individual parts of it could have some kind of "health" and damage points, once they break there's no protection left on that part. That way they wouldn't need to keep track of every single damage and hole but just the damaged segments. Also a armor can be destroyed around the stomach but still have protection around the chest and you can repair it if you have a fitting armor piece left.

With this system shoulder shielding could be part of the body armor as they could be detached and replaced with others. Though they could be separate parts of the armor too.

I also had an idea that if you find similar armors to the one you wear you can pick it up and "combine" your current and the found armor to repair it, the leftovers are the unused parts of the armor you picked up.

When a part of an armor is too damaged it will most likely simply fall off, you can pick it up again and repair that individual piece. If it's lost you have to make a replica of it or find a identical piece.


Some armors could also have more slots like decorative armors, of course they'd be heavier and have less actual armoring value as they are pretty much specific for attaching decorations to them.


As cool as it sounds that's never going to be implented.
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Killah Bee
 
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Post » Fri May 27, 2011 9:06 am

As cool as it sounds that's never going to be implented.

Don't be such a Debbie-Downer, unless you can give some constructive criticism, or offer an alternative.
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Danial Zachery
 
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Post » Fri May 27, 2011 12:00 pm

I think that we should lvl-up the same way as oblivion, but with time we should get to unlock new abilities.

What I mean is when you lvl up, you increase your attributes, and when done, another screen pop up name "abilities". You get about 3 points every lvl to either unlock or increase your abilities. Almost like perks, but difference. Instead of givin random abilities like fallout perks, these abilities should be skill-related, so those skills that have increased between a lvl, would have some abilities that can be upgraded. An example would be like "Blunt weapons do 10% dmg to armor", or "5% extra effect on potions". This means that a mage who havent increase his blade skill, wont be able to increase a blade-related ability like "Bleed" or "Backtab".


Anyone agree?
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Luna Lovegood
 
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Post » Fri May 27, 2011 8:23 pm

As cool as it sounds that's never going to be implented.

You're not quite a positive person huh?
That way you could pretty much close down this entier thread, say "Good idea but will never get used". The whole idea of this is here is to give ideas that could POSSIBLY be used to make things better.

I think that we should lvl-up the same way as oblivion, but with time we should get to unlock new abilities.

What I mean is when you lvl up, you increase your attributes, and when done, another screen pop up name "abilities". You get about 3 points every lvl to either unlock or increase your abilities. Almost like perks, but difference. Instead of givin random abilities like fallout perks, these abilities should be skill-related, so those skills that have increased between a lvl, would have some abilities that can be upgraded. An example would be like "Blunt weapons do 10% dmg to armor", or "5% extra effect on potions". This means that a mage who havent increase his blade skill, wont be able to increase a blade-related ability like "Bleed" or "Backtab".


Anyone agree?

Not really for it, i'd go away from giving out artificial bonuses like perks and such.
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Lauren Graves
 
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Post » Fri May 27, 2011 9:33 am

[quote name='Daniel_Kay' post='15380218' date='Dec 2 2009, 09:55 PM']You're not quite a positive person huh?
That way you could pretty much close down this entier thread, say "Good idea but will never get used". The whole idea of this is here is to give ideas that could POSSIBLY be used to make things better.


Not really for it, i'd go away from giving out artificial bonuses like perks and such.[/quote]

Why? It makes the character so much different from evey other characeter.
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joseluis perez
 
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Post » Fri May 27, 2011 2:23 pm

My guess when TES5 will be announced, is before or after Brink's release. Well, Brink is the only game in the "In development" part of gamesas.com. That's why I'm pretty sure it will be announced soon.
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Marguerite Dabrin
 
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Post » Fri May 27, 2011 7:55 am

My guess when TES5 will be announced, is before or after Brink's release. Well, Brink is the only game in the "In development" part of gamesas.com. That's why I'm pretty sure it will be announced soon.

I hope so as well, but please use the official thread for speculation

http://www.gamesas.com/bgsforums/index.php?showtopic=1058478
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Anna S
 
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Post » Fri May 27, 2011 12:34 pm

Why? It makes the character so much different from evey other characeter.

I dont know about it, i just think giving out a "bonus" for reaching a "new level" just kinda promotes grinding instead of just gettng better WHILE you play. That's the reason why i didn't like the perks in Oblivion, while they gave you new abilities you stil had to crunch your way towards them rather than just play and get better on the way.
A way it COULD be handled is if you'd need someone to teach you new abilities but they refuse to teach you something new if you're not skilled enough or, similarly as i once mentioned with guild requierments, simply TEST you if they think you're not worthy yet. That way you don't need to be at a speciffic level to learn a new ability but it sure helps to be more skilled since you can pass the test more easily. The trainers for abilities could also say "NO, come back later" when you failed a test once so it's not just try over and over again till you get lucky.

However there could be different ways to learn abilities like reading about techniques in books and such.

Generally on leveling i'd like to see it going away from having to pause for ANY level up AT ALL, no stop to think about distributing your "points", no "your XYZ skill leveled up" and such, you just get better.
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Peetay
 
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