TES V Ideas and Suggestions # 139

Post » Fri May 27, 2011 5:18 pm

Some tweaking ability for the console version would be nice, something like console commands. My comp won't be playing the next game.

I would like to see armor smithing return from Morrowind and Oblivion, only this time not require an expansion or an npc. I'd also like to have some minimal customization feature during the process, and then choose to add the armor to the loot list, if I so desire.
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Fri May 27, 2011 2:57 pm

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.


I see your point, but I really dont like a rpg game where eveything is automated. I like having different choice wich I can choose myself. I just imagin lvling system that is automated kinda boring. Its like playing a fps game.

Maybe its just me, but I like to costimize my stats boy choices. I just love when playing a rpg and go :" I cant wait untill next lvl! Then I will be able to learn chain lightning!".
User avatar
~Amy~
 
Posts: 3478
Joined: Sat Aug 12, 2006 5:38 am

Post » Fri May 27, 2011 4:10 pm

I see your point, but I really dont like a rpg game where eveything is automated. I like having different choice wich I can choose myself. I just imagin lvling system that is automated kinda boring. Its like playing a fps game.

Maybe its just me, but I like to costimize my stats boy choices. I just love when playing a rpg and go :" I cant wait untill next lvl! Then I will be able to learn chain lightning!".

Yea our views differ here a bit, i enjoyed playing with "Kubos character advancement system" since it automatically leveld what you used so it really felt like what you actually PLAYED as leveled and not what you somewhat pushed it to.
User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Fri May 27, 2011 9:07 pm

Yea our views differ here a bit, i enjoyed playing with "Kubos character advancement system" since it automatically leveld what you used so it really felt like what you actually PLAYED as leveled and not what you somewhat pushed it to.

Or the GCD Leveling System mod for Morrowind for that matter (and I STILL use KCAS today). I would love it if the leveling system were this natural rather then that meta crap that make one worry if they get a +5 multiplier or not.
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Fri May 27, 2011 10:01 pm

I support everythintg you said, Daniel_Kay.
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Fri May 27, 2011 5:34 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.


I try to be more positive...

But i can't. :(

I'm realistic...

Well most of the time anyway..
User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Fri May 27, 2011 12:17 pm

I try to be more positive...

But i can't. :(

I'm realistic...

Well most of the time anyway..

May I ask you what exactly the problem is? I somewhat fail to see it.
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Fri May 27, 2011 3:19 pm

Wow I have not been here in a while... (We're at 139 threads already?)Anyway, my suggestion:

Make me earn my artifacts. I don't just want a quest with the damn thing waiting for me on a silver platter at the end. I would love it if they were in long, obscure, and undocumented (not even a journal entry) quests, starting with an overheard rumor from bandits (think Oblivion's demo, but hiding in a cave, out of sight, surrounded by enemies, and extremely rare in occurrence [1 out of 10,000 conversations]) or a spattering of blood on the wall of a daedric shrine (in the daedric font) giving the name of a bandit king or location holding another clue. They would require the player to take notes, or at least remember names and use logic to find out where to go. Keep the artifacts unleveled, and have their power be balanced by the difficulty in acquiring them. Also, don't have them sitting at the end out in the open. Hide them in the dirt or at least obscure them from unfocused view. Have some undocumented quests lead to others, or have them lead to trainers or special magicians. Just don't put them behind an uber-creature in a dungeon off of a dirt road where an unaware player could easilly stumble upon it and be horribly murdered or murder the creature and get a super weapon upon leaving character creation. MAKE ME WANT IT!!!

EDIT: Holy crap, Daniel Kay I just realized that your avatar blinks. I'm pleasantly surprised.
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Fri May 27, 2011 11:44 am

!. No perks. They would really force a low lvl limit like Falout and I didnt like that. I like the oblivion system for the most part but I wouldnt mind scrapping the modifiers.
2. Get rid of the world lvling. Do like both Falout and MW did, have certain areas that are tougher than others. It increases the reward for lvling, and you could keep good gear in tough spaces.
3. Revamp the Thief methods to be like MWs
4. more cosmopolitan aspects.
5. bring back the weapons and armor!
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Fri May 27, 2011 8:40 pm

No perks.


But they make your character so unique in Fallout 3. I'm fine if they don't have perks I guess, but they have to make some way to make your character unique. What if you acquire perks based on your actions, and just start out with a few or something?

Or maybe NPCs should recognize and treat you differently based on your skills, actions, and how you define your character (maybe backstory options you pick in character creation, like in Mass Effect)?

Also, I don't like the whole emphasis on specialization in past TES games. Sure you can be a hybrid character, but you will svck a lot more for a while then a specialized character would typically (except mages; I can't figure out how to make a pure mage character without having it svck). I always end up wanting to do a little bit of everthing (like in Oblivion, blade and armorer with light armor and speechcraft and destruction and restoration on the side) but then I would just svck.

I just was really like Fallout 3's system and have never had that much affinity for TES's leveling/skill system. TES's system just promotes too much grinding and specialization.

They should change the system for the next game.
User avatar
Gavin boyce
 
Posts: 3436
Joined: Sat Jul 28, 2007 11:19 pm

Post » Fri May 27, 2011 1:26 pm

more guards. the average castle had hundreds to thousands of guards

erm, that is, in times of war. in times of peace guards were [usually] counted in tens....

but the IC isnt just a castle, it is [was] the emporers home, so it would have to have a lot of guards....
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Fri May 27, 2011 10:46 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.


I like the idea but I think people should act to you in different manner If u wear broken armor or naked but if you wear broken legendary armor people can act toward you better than general broken armor

This will lead to the topic about Viral Fame/Infamy spread
that is in Danny's Collected TES5 Ideas
here's the link
http://sites.google.com/site/tes5ideas/ideas/player-npc-world-interaction

erm, that is, in times of war. in times of peace guards were [usually] counted in tens....

but the IC isnt just a castle, it is [was] the emporers home, so it would have to have a lot of guards....


yeah I agree to that too
User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Fri May 27, 2011 4:08 pm

i wish when someone cast a desintigrate spall at you your weapons or armor would actually desintigrate, and when weapons break they should still work, just use the leftover pieces, and also, when you drop a borken weapon or armor, it should ACTUALLY LOOK BROKEN, meaning shards everywhere, etc...


aaaalsooo, tabards, coats of arms, titles, etc
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Fri May 27, 2011 2:22 pm

i wish when someone cast a desintigrate spall at you your weapons or armor would actually desintigrate, and when weapons break they should still work, just use the leftover pieces, and also, when you drop a borken weapon or armor, it should ACTUALLY LOOK BROKEN, meaning shards everywhere, etc...

Well the armor segments system i suggested would partly make armors look broken and damaged with peices actually possible to break out of it and for the "desintegrated" look textures could do that. Also for simply having dents and scratches in armor texture overlays with bumpmaps would do, it worked to make stuff broken in F.E.A.R. and many other titles that feature bullet holes.
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Fri May 27, 2011 11:49 am

-more detailed and deeper world than Morrowind and Oblivion
-In the main quest and deeper side quests (such as factions) I would like to see more roleplaying (as in what you do has more world consequences/effects)-getting benefits as leading a guild is a start
-The return of the houses (telvanni, redoran, hlaalu) in some form. Not necessarily the same ones, but ones that you have to choose one out of. Also, make the world consequences/personal rewards different in each house questline to make the choice mean more. A big (but different than the other houses) reward at completion of the house quests would also make the house choice mean more in the long-run. Say, if you have three houses, a very powerful weapon from one, a very powerful armor from another, and a very powerful magic spell (that costs much less in mana than if you made it) from the third.
-A number of more "meaningless/trivial" side quests like the ones in Morrowind. I always like those because they give you a chance to take a break from the main/house/guild questlines and do different quests that allow you to relax/experience more of the world.
-obviously no leveling system/weak leveling system. I want to be rewarded by leveling up by becoming uber powerful if I get to max level.
-please please please don't reuse the "legendary/special" powerweapons names. I don't want another Umbra sword. Give me a sweet weapon similar to the Daedric Crescent with it's fun "easter egg" hunt to find it. Something along those lines. Just more originality than including things from the last game. Also, make the uber weapons actually better than you enchanting something (or finding it's equivalent in an ordinary enchanted weapon).
-One thing I always loved was that you could challenge Vivec (a god) in morrowind. Another thing I've always wanted to see is the chance to become a god in TESV. Maybe, at the end of the main game, a new questline becomes available to you through you great house. If you complete it, you are granted a (or a few) god-like ability(abilities). You can choose to receive them, or finish the rest of your quests before becoming a god-like entity.
-Not to bash on Bethesda, but I would like to see more polished animations.
-Bring back more armor/weapon types.
-Continue progressing with NPC AI.
-Don't cut skills. Maybe add some new ones.

-Essentially--Lean more towards a sandbox world like Morrowind than Oblivion. Update the ability to be more of a roleplayer in the world. Include more unique quests (like the dark brotherhood) and some mundane side-quest type ones. More unique uber weapons with some having interesting methods of obtaining them. Bring back more armor and weapon types. Don't cut anymore skills. Continue to make the NPCs smarter and more realistic in ways.

Etc. etc. etc.
I could go on all day, so I'll stop here.
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Fri May 27, 2011 12:44 pm

I love the Idea of multiple pieces of armor. Like stated, they can be parts attatched a grid or framework and customized.

E.G. you need a heavy frame to attatch plates and pauldrons, or just a strapping grid to attatch leathers and mails.

Also you could wear less plates/mails/leathers to be lighter for super sneaky situations or in times where speed is criticial/weight is limiting. That way assasins can wear just a grid, torso, and pauldron combo. being lighter thatn full leather armor and therefore faster and less protected. Same for warriors. A true warrior would wear FULL platemail, which currently doesn't even exist in a TES game. At least not traditional FULL plate mail, its all like half plate. refer to this for FULL plate>>>http://www.wassonartistry.com/images/armor/late15thcent/IMG_0192.JPG
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Fri May 27, 2011 11:14 pm

I love the Idea of multiple pieces of armor. Like stated, they can be parts attatched a grid or framework and customized.

E.G. you need a heavy frame to attatch plates and pauldrons, or just a strapping grid to attatch leathers and mails.

Also you could wear less plates/mails/leathers to be lighter for super sneaky situations or in times where speed is criticial/weight is limiting. That way assasins can wear just a grid, torso, and pauldron combo. being lighter thatn full leather armor and therefore faster and less protected. Same for warriors. A true warrior would wear FULL platemail, which currently doesn't even exist in a TES game. At least not traditional FULL plate mail, its all like half plate. refer to this for FULL plate>>>http://www.wassonartistry.com/images/armor/late15thcent/IMG_0192.JPG

Ahh that suit is a good example, look what pieces could break off (note i have no idea what exactly they are called), the shoulder shielding, the ellbow shileidng, the knees, the faceplate of the helmet, the pieces over the hips, all those and more could break off. The cuirass is made of at least 3 parts which thmeselves could consists of several damage zones. The gloves as well, the main top cover your rip off (they're mostly plated leather gloves). And the foot shielding is made of several mobile parts that can all individually come lose. Imagine the shoulder shielding of a type of roman armor which is built somewhat similar with overlapping plates, those could too snapp off individually.
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Fri May 27, 2011 1:45 pm

I would really like to see the artwork from Morrowind brought back with the detail of Oblivion. Oblivion was fantastically detailled but was so...inflated and bubbly almost. Happy and shiny. I liked dark and gritty from morrowind and sandy and dirty and sharp. Everything was sharp and pokey and dangerous in morrowind and I liked that.
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Fri May 27, 2011 7:58 am

May I ask you what exactly the problem is? I somewhat fail to see it.


Is there a problem?
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Fri May 27, 2011 12:49 pm

I would really like to see the artwork from Morrowind brought back with the detail of Oblivion. Oblivion was fantastically detailled but was so...inflated and bubbly almost. Happy and shiny. I liked dark and gritty from morrowind and sandy and dirty and sharp. Everything was sharp and pokey and dangerous in morrowind and I liked that.



I agree, oblivion did seem "bubbly" and I know exactly what you mean by that. Although in the realm of Oblivion things were right back at home with more of a Morrowind theme to it.
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Fri May 27, 2011 12:43 pm

For me, the two aspects of the leveling/upgrade system that could be improved are developing your character by giving you upgrade choices and avoiding artificial upgrades.

Using blade skill from oblivion as an example, you will gain the ability to disarm an opponent once you get to level 50 and i think HOW? I hit people with a sword enough and i can disarm someone if i hit them whilst walking sideways? Its the same with the majority of mastery bonuses, you seem to gain an ability out of nowhere. I want to feel like ive learnt it so instead of a message saying "Your now an expert in ..... hours of practice have paid off and you are now able to ....." how about once you reach a certain level you are able to learn new abilities from your mentor or skill trainer, here im thinking of Caius Cosades from morrowind. So you visit your mentor after reaching whatever level in whatever skill and he gives you a choice of ablilities he can teach you, or to stop him effectivly being master of all skills he has to refer you to another trainer. This choice of abilities will be things that develop your characters playstyle and fit the roleplay of your character. Not perks like "deal 10% extra damage with a blunt weapon" but actual abilities; disarm attack, knockback with a shield, shoot two arrows at once (not sure how possible this really is, its just an example), purse cutting, various climbing skills, blah, blah. My last statement will be apsolutely no running/jumping across water, the thought that people are suggesting it is a joke, the fact they actually included it in oblivion is insane.
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Fri May 27, 2011 8:57 am

More variety and uniqueness with Blade/Blunt/Hand to hand. They all done the exact same thing and there was nothing new about either one.
User avatar
Jessie Rae Brouillette
 
Posts: 3469
Joined: Mon Dec 11, 2006 9:50 am

Post » Fri May 27, 2011 10:43 am

For me, the two aspects of the leveling/upgrade system that could be improved are developing your character by giving you upgrade choices and avoiding artificial upgrades.

Using blade skill from oblivion as an example, you will gain the ability to disarm an opponent once you get to level 50 and i think HOW? I hit people with a sword enough and i can disarm someone if i hit them whilst walking sideways? Its the same with the majority of mastery bonuses, you seem to gain an ability out of nowhere. I want to feel like ive learnt it so instead of a message saying "Your now an expert in ..... hours of practice have paid off and you are now able to ....." how about once you reach a certain level you are able to learn new abilities from your mentor or skill trainer, here im thinking of Caius Cosades from morrowind. So you visit your mentor after reaching whatever level in whatever skill and he gives you a choice of ablilities he can teach you, or to stop him effectivly being master of all skills he has to refer you to another trainer. This choice of abilities will be things that develop your characters playstyle and fit the roleplay of your character. Not perks like "deal 10% extra damage with a blunt weapon" but actual abilities; disarm attack, knockback with a shield, shoot two arrows at once (not sure how possible this really is, its just an example), purse cutting, various climbing skills, blah, blah. My last statement will be apsolutely no running/jumping across water, the thought that people are suggesting it is a joke, the fact they actually included it in oblivion is insane.


I could go with this lvl system.
User avatar
Ezekiel Macallister
 
Posts: 3493
Joined: Fri Jun 22, 2007 12:08 pm

Post » Fri May 27, 2011 8:59 am

i hope :
- there is unique movement/animation for each races
- nords with beard
- can get married
- there is childern (like fallout 3)
- better horse riding
User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Fri May 27, 2011 10:37 pm

Sadly i like the fable way of armor where it has no rating just there for fashion. That way you arent stuck looking like the biggest [censored] in the world with the best armor i hated Oblivion armor.
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

PreviousNext

Return to The Elder Scrolls Series Discussion