TES V Ideas and Suggestions # 139

Post » Fri May 27, 2011 3:03 pm

I really enjoy the game myself. As I said it has been patched up considerably, and I personally don't mind the bad dialogue. That being said this is an elder scrolls forum, so I will just reiterate I feel there are some concepts from Two Worlds that could be implimented into an Elder Scrolls game.

1. More weapon and armor choices
2. Larger game world
3. Fewer loading screens (because house and building interiors are in the same world space)
4. Higher city populations
5. More skill variety and character customization.

There are many, many things that the Elder Scrolls does better. I'm certainly not compairing the two games across the board. They're very different. Two Worlds is more like Gothic 3, than Oblivion.

I stopped reading at the word two worlds.





God that game is terrible.

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Mélida Brunet
 
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Post » Fri May 27, 2011 8:36 pm

I have high hopes for the next Elder Scrolls title. While I'm not the biggest fan of an unmodded Oblivion, imagine what the next logical step from that game could be! Slightly better graphics and animiations than Oblivion, overlayed on a world environment with more content and with less level-scaling. That game would be among the best RPG's ever created.

Here are my some of my ideas, some of which are not terribly original:

1. Have a completely new environment. Anything other than a common, temperate European landscape. Something a bit more alien like Morrowind would be awesome. Doesn't have to look like Morrowind, but that game had atmosphere!

2. Create a world whereby the farther out you get from highly populated, military guarded cities, the more dangerous it gets. You could have a system with invisible concentric zones around each population center. So rather than have level-scaled enemies, you just have these zones where a weak, early character will have to carefully probe lest they get in over their heads. Roads between population centers with regular mounted guard patrols would be relatively safe so as to travel between these oasis's of safety, or you could use morrowind like fast-travel means like mages guild to go between major cities. This will create a game where an adventurer feels a sense of accomplishment when they are powerful enough to visit dangerous locales, but still freedom of movement so you're not just stuck around the first town or city for a long time. A spin on this would be to have different types of enemies around each population center. Lets say you are exploring around city 1, but then use the mages guild to transport you to city 2, the monsters in the first zone around city 2 are not really more powerful than the ones around city 1, but because you're in a different part of the world, they are different monsters/enemies, etc...

3. Ditch most level-scaled content so sun doesn't seem to rise and set on your a**

So I concede most of this is very unoriginal, but every few months I come on here and repeat it just in case a dev reads my entry.
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Tiff Clark
 
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Post » Fri May 27, 2011 12:08 pm

I agree with the lvling enemy run-ins, they should not be scaled with level at all across the map. I was hoping to see Oblivion being a place only a lvl 40+ could go to but instead you could technically go there at 5-10 and still make it out. And goes the same for the outside map, eventually new things start spawning but it gets kindof annoying when you reached that high point and nothing but deadra and goblins and stuff are everywhere even outside major cities randomly instead of mudcrabs.
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DAVId Bryant
 
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Post » Fri May 27, 2011 3:57 pm

They should do some randomly generated quests. They could be stuff like escorting people to certain places, killing a group of Bandits or you could have something to do with the Skooma trade. You could get jobs from a Skooma supplier and take it to a distributor in another city or you could help Counts and Countesses by killing Skooma runners and flushing out Skooma dens, this would cause the price of Skooma to increase due to it becoming harder and harder to obtain.
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Juanita Hernandez
 
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Post » Fri May 27, 2011 10:09 pm

They should do some randomly generated quests. They could be stuff like escorting people to certain places, killing a group of Bandits or you could have something to do with the Skooma trade. You could get jobs from a Skooma supplier and take it to a distributor in another city or you could help Counts and Countesses by killing Skooma runners and flushing out Skooma dens, this would cause the price of Skooma to increase due to it becoming harder and harder to obtain.



This would be a nice feature, I was hoping to see it with Oblivion since Skooma in Morrowind was rampant but I guess not...
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Samantha Mitchell
 
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Post » Fri May 27, 2011 1:08 pm

They should do some randomly generated quests.

Replaying the game would make much, much more sense if you didn't know exactly what's going to happen next. A major flaw in TES 3 and 4. Today's technology (and bigger budget/team) would make the randomization smoother than it was in TES2. It was pretty awkward to get two or more Mummy quests in a row.

But the fact is that in TES2 all the games are different, while in TES 3, for example, at least the beginning is identical each time unless you decide to ignore some of the quests, which makes no sense since your character shouldn't even know about them. And, when you walk west from Seyda Neen, that guy drops from the sky for a 50th time. Get's pretty old. Heck, even if only the order in which you are handed out quests in a guild would change, it would make it a bit better.
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Auguste Bartholdi
 
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Post » Fri May 27, 2011 8:13 am

Bethesda should take some of the best, most popular player mods and make them available for consol versions of the game after a while.

I also think there should be larger settlements in the wilderness, not just four or five houses. Actual towns.

Definatly there should be like/dislike factors, without a doubt. This is something Fable 2 does quite well. Appearence should play a huge part, eating certain things make you fat and less appealing to people and therefore getting less information from them.
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bonita mathews
 
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Post » Fri May 27, 2011 2:04 pm

Definatly there should be like/dislike factors, without a doubt. This is something Fable 2 does quite well. Appearence should play a huge part, eating certain things make you fat and less appealing to people and therefore getting less information from them.

I disliked that. See, I want there to be pie in TESV. I also want to enjoy said pie.









:P
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Sarah Evason
 
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Post » Fri May 27, 2011 12:02 pm

Replaying the game would make much, much more sense if you didn't know exactly what's going to happen next. A major flaw in TES 3 and 4. Today's technology (and bigger budget/team) would make the randomization smoother than it was in TES2. It was pretty awkward to get two or more Mummy quests in a row.

But the fact is that in TES2 all the games are different, while in TES 3, for example, at least the beginning is identical each time unless you decide to ignore some of the quests, which makes no sense since your character shouldn't even know about them. And, when you walk west from Seyda Neen, that guy drops from the sky for a 50th time. Get's pretty old. Heck, even if only the order in which you are handed out quests in a guild would change, it would make it a bit better.

http://www.gamesas.com/bgsforums/index.php?showtopic=1035021&st=20&p=15001495&#entry15001495
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Hannah Whitlock
 
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Post » Fri May 27, 2011 10:10 pm

I disliked that. See, I want there to be pie in TESV. I also want to enjoy said pie.



One thing I just thought up randomly would be an option while creating your character to have what you favorite Tamriel food in say an extras section for fully personalizing your character to make it even more of an indepth RP experience and to make it also go more if youre playing a character based on lore (vampire charcter likes to eat rare steaks or something.. haha). Anyways it would be VERY nice to have a section for making a biography/lore for your character and make a nice little story for him and pick out some traits maybe (long list of em too) to get those extra details in there and possily make some of em affect how some people react to you or what options show up. Say you went to a tavern and they were servign food there and you had options of what you wanted to eat, some positive effects would be from your favorite food choice if it's available. :)
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-__^
 
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Post » Fri May 27, 2011 8:11 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1035021&st=20&p=15001495&#entry15001495


LOVE it :D
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Allison C
 
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Post » Fri May 27, 2011 1:19 pm

Here's another http://img441.imageshack.us/img441/5095/argonianconcept4.gif I did, it's quite similar to the first drawing i did about half a year ago but some people said "It's too bulky" so i made a slimmer version. I left out the head gear this time but i could do a few sketches there.

Something i planned in, the spikes along the back and tail can fold out and stretch the skin up a bit while swimming, if they swim similar to real lizards and fish by moving their bodies sideways they act as small fins. The line behind the jaw is a gill, while on land it's closed and barely visible, in water it would open and close while streaming water through them so Argonians would likely swim with their mouth slightly opened or open and close it while swimming to push water through the gills (they don't INHALE water).

Also added a line of slightly longer teeth at the very front of the snout that could be usefull to catch things in water like fish (i have no idea if Argonians eat fish though).
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Felix Walde
 
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Post » Fri May 27, 2011 8:09 am

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?


I had a similar idea that no one replied to;

Its basically a skill within skill system where you have your base skill and governed by that skill are a whole lot of abilities. The most simple abilities (using short blade as an example) include slash, chop and stab. Your abilities can be leveled up to 100 (they level up faster depending on your skill level) and, with slash for instance, the higher the ability, the less chance of failure and the more chance of an accurate hit you have on your opponent.
This applies to all skills and each skill starts of with those basic abilities.
But instead of having randomly given perks each time you level up, you would have "special" abilities which you would learn of trainers and other NPC's. Using short blade as an example again, you could meet a thief trainer in an inn that offers to show you how to counter attack and disarm your opponents with a short blade.
The ability system I think is also a better way to perform that fighting technique thing that danielkay was talking about.
You could learn special abilities as branches; you could go the pub brawler style OR the kung fu ninja style (just as an example).
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Sophie Payne
 
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Post » Fri May 27, 2011 11:14 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1035021&st=20&p=15001495&#entry15001495



LOVE it

I love it too! I will copy-paste it for further use, if you don't mind.
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Jimmie Allen
 
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Post » Fri May 27, 2011 2:37 pm

Only suggestion I have is to don't sacrifice content for visual quality. Find a healthy balance. Oblivion had entirely too much emphasis on graphics.
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Kayla Keizer
 
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Post » Fri May 27, 2011 6:24 pm

Here's another http://img441.imageshack.us/img441/5095/argonianconcept4.gif I did, it's quite similar to the first drawing i did about half a year ago but some people said "It's too bulky" so i made a slimmer version. I left out the head gear this time but i could do a few sketches there.

Something i planned in, the spikes along the back and tail can fold out and stretch the skin up a bit while swimming, if they swim similar to real lizards and fish by moving their bodies sideways they act as small fins. The line behind the jaw is a gill, while on land it's closed and barely visible, in water it would open and close while streaming water through them so Argonians would likely swim with their mouth slightly opened or open and close it while swimming to push water through the gills (they don't INHALE water).

Also added a line of slightly longer teeth at the very front of the snout that could be usefull to catch things in water like fish (i have no idea if Argonians eat fish though).

That's a pretty cool idea! I just don't like it's head... I prefer the heads from Oblivion.
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Abel Vazquez
 
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Post » Fri May 27, 2011 8:54 am

Oblivion had entirely too much emphasis on graphics.

Not like they were good to begin with.
As far as dialogue goes, I'd love Speechcraft skills to do more than just "make people like you". I need moar lines! I need moar options! I need moar interesting discussion.
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Liii BLATES
 
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Post » Fri May 27, 2011 4:50 pm

That's a pretty cool idea! I just don't like it's head... I prefer the heads from Oblivion.

Well we can still hope they'll go for http://img195.imageshack.us/img195/5418/argonianheadconcept3.gif and improve FaceGen so it can do more with the faces... like being able to lock the sliders so long tedious work of designing doesn't go to waste in one move :stare:

Having more than one base head for the humanoid races would be good too so they don't just look stretched around.
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Curveballs On Phoenix
 
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Post » Fri May 27, 2011 9:48 pm

Not like they were good to begin with.
As far as dialogue goes, I'd love Speechcraft skills to do more than just "make people like you". I need moar lines! I need moar options! I need moar interesting discussion.

Like the intimidating in Mass Effect? God I loved to stick a gun into their face or slap them around a bit. Most of the NPCs are, after all, programmed, scripted, written AND voice acted as idiots. I mean all NPCs. In all games. Serves them right.
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Annick Charron
 
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Post » Fri May 27, 2011 8:59 am

Yeah I thought the oblivion dialogue was very.. dry.

"All hail the champion of cirodill"
*click*
"bandits have been attacking the farmstead and the guards refuse to help, please help us"
*click*
"Go away, before I realy get nasty"

In fact I hated the dialogue in Oblivion. I would love it if it read better like...

"Oh my god, its the champion of cirodil, just ask and I'll try to help you in any way i can"
*click*
"yes yes, I did hear a rumor about some bandits who are causing quaite a lot of trouble near the Goatshaw inn, maybe the owner there might be able to give you some more information... Ophala, I think her name was"
*click*
"oh ok, Well I hope I see you again, it was a pleasure talking to you, Farewell... oh and tell Ophalla I said hello, I hope she sorts that mess out with the rotten cheese"
*click*
"oh you havent heard? I got a message from Ophalla the other day about some old cheese she has. Shes found an old block of cheese burried in a box under the inn, the previous owner must have burried it there, she said in the letter that it apears to drive AWAY rats, odd I thought. But I havent had time to go see her, what with all the bandits on the roads nowa days, the roads just arnt safe any more."
*click*
"oh right, well i'll talk to ya later ok?, and have a safe trip."
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Arrogant SId
 
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Post » Fri May 27, 2011 9:05 pm

Sry ive said this befor but.. Dragon Age Origins!!!! Please do everything they did. They have surpassed elderscrolls in everysingle aspect, except the fact its not sandbox you have to follow the story. If you object i suggest you play it 1st, best game this year dragon age origins!!!
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Marquis deVille
 
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Post » Fri May 27, 2011 11:50 am

Sry ive said this befor but.. Dragon Age Origins!!!! Please do everything they did. They have surpassed elderscrolls in everysingle aspect, except the fact its not sandbox you have to follow the story. If you object i suggest you play it 1st, best game this year dragon age origins!!!


I disagree, Dragon Age has not the slightest feel to elderscrolls in any way.
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Charity Hughes
 
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Post » Fri May 27, 2011 3:41 pm

Sry ive said this befor but.. Dragon Age Origins!!!! Please do everything they did. They have surpassed elderscrolls in everysingle aspect, except the fact its not sandbox you have to follow the story. If you object i suggest you play it 1st, best game this year dragon age origins!!!

I haven't played DAO but from loking at some videos it does Turn-based combat (typical Bioware combat) and I prefer the real-time combat Bethesda uses
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Vera Maslar
 
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Post » Fri May 27, 2011 11:07 pm

Well we can still hope they'll go for http://img195.imageshack.us/img195/5418/argonianheadconcept3.gif and improve FaceGen so it can do more with the faces... like being able to lock the sliders so long tedious work of designing doesn't go to waste in one move :stare:

Having more than one base head for the humanoid races would be good too so they don't just look stretched around.

I do like the idea of different types of Argonian head. I just don't get the impression that they're amphibious, they seem more reptillian. Bethesda should include both beast legs and humanoid legs for Agonians and Khajiit in The Elder Scrolls V.
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Nathan Hunter
 
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Post » Fri May 27, 2011 9:48 am

One thing they have to fix is importance for NPCs. What I mean is if I kill a Beggar I get the same penalty as killing a count, if I remember right in Medieval times killing a Beggar wasn't an actual offence but killing a count was something like an execution.
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Vivien
 
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