TES V Ideas and Suggestions # 139

Post » Fri May 27, 2011 11:11 am

Do you think that, as far as drinking goes, dehydration would follow the same rules as starving, but maybe to a slightly more severe degree? The body would need a bit more water to keep going than food.

What exactly do you mean, i don't quite get it.

In case you mean "can you dehydrate if you never drink anything" then no, you can only get hypertermia (dehydrate) in extremely hot and/or dry regions like a deserts or near lava flows (or in lava filled caves). And also dehydration does NOT mean instant death or health loss, it just means your stamina is drained and you suffer some "status effects".
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Milad Hajipour
 
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Post » Fri May 27, 2011 2:19 pm

My thoughts on the eating and drinking goes as follows:

- Really annoying.
- Distracting.
- Not dependent but only ok if the food buffed you.

Also for sleeping:

- Mages and vampires shouldnt need much sleep.
- Effects and debuff's from not sleeping would get old pretty fast.
- Resting would be good for Khajiit's and warrior's.
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+++CAZZY
 
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Post » Fri May 27, 2011 10:02 am

That would be something that I would actually like to see when you raise the difficulty slider up so it forces you to use healing spells and the like and to distract the enemies. But of course ONLY when the difficulty slider is maxed out would this be nice to have to make the storyline very precious and fragile.

...Then only lower the protection field if you're close. If you're on the other side of the province, Hell, you can't really do much unless you find the Dwemer Healing Sniper.
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mishionary
 
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Post » Fri May 27, 2011 2:06 pm

more guards. the average castle had hundreds to thousands of guards, the imperial city only had like 15 respawning guards in a district. the white gold tower was hardly guarded, and there was an emporer that {used} to live there. no wonder he was murdered, he hardly had anything for guards.
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Ells
 
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Post » Fri May 27, 2011 7:38 am

...Then only lower the protection field if you're close. If you're on the other side of the province, Hell, you can't really do much unless you find the Dwemer Healing Sniper.


Of course :) Only a 20-40 yard radius would be suitable for this type of scenario. I do hope this feature is brought back and revitalized with suggestions from these threads here.
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Doniesha World
 
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Post » Fri May 27, 2011 1:31 pm

My thoughts on the eating and drinking goes as follows:

- Really annoying.
- Distracting.
- Not dependent but only ok if the food buffed you.

Also for sleeping:

- Mages and vampires shouldnt need much sleep.
- Effects and debuff's from not sleeping would get old pretty fast.
- Resting would be good for Khajiit's and warrior's.

Did you read the idea i posted a bit before?
I clearly said eating shouldn't be a necessity but a BONUS and you wouldn't have to eat every 10 minutes but more like every 2 in game days (as a minimum to upkeep good regeneration). Plus while "waiting" (like when you have to skipa few days till a certain date) your "digestion speed" is lowered so you don't get hungry that fast.
What it does is simply enhance your natural regeneration.
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Avril Louise
 
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Post » Fri May 27, 2011 1:58 pm

What exactly do you mean, i don't quite get it.

In case you mean "can you dehydrate if you never drink anything" then no, you can only get hypertermia (dehydrate) in extremely hot and/or dry regions like a deserts or near lava flows (or in lava filled caves). And also dehydration does NOT mean instant death or health loss, it just means your stamina is drained and you suffer some "status effects".

Ahh, NVM, i didn't read deep enough into your "survival" section about hyperthermia, my mistake.
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Frank Firefly
 
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Post » Fri May 27, 2011 3:30 pm

Of course :) Only a 20-40 yard radius would be suitable for this type of scenario. I do hope this feature is brought back and revitalized with suggestions from these threads here.

And of course, it wouldn't do to have a quest character who's in the middle of a city be attacked by Xivali in a non-scripted situation like a raid. :)


With that settled, it could definitely work!
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Undisclosed Desires
 
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Post » Fri May 27, 2011 9:17 am

Did you read the idea i posted a bit before?
I clearly said eating shouldn't be a necessity but a BONUS and you wouldn't have to eat every 10 minutes but more like every 2 in game days (as a minimum to upkeep good regeneration). Plus while "waiting" (like when you have to skipa few days till a certain date) your "digestion speed" is lowered so you don't get hungry that fast.
What it does is simply enhance your natural regeneration.


I did, I was just listing some of my opinion on the matter for future reference if someone does infact post about it. Sorry to be confusing about it. I'm agreeing with you. :)
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Miss Hayley
 
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Post » Fri May 27, 2011 4:13 pm

Realistic speeds for animals, monsters, etc. Nobody should be able to outrun a bear, cougar, wolf, or deer (except for maybe Khajiit and Argonians). And it was ridiculous that the xivilai could only run like five miles-per-hour.
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Amanda Furtado
 
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Post » Fri May 27, 2011 3:00 pm

I did, I was just listing some of my opinion on the matter for future reference if someone does infact post about it. Sorry to be confusing about it. I'm agreeing with you. :)

Ahh i see, well as long as you agree with me i'm OK with your oppinion :cheat: :D

EDIT:
A little thought, again on realism, on item weights more precisely. People often said the weight was made unrealistc so you can more easily carry potion ingredients. However they should overhaul the Alchemy sytem for that so it's not "1 + 1 = potion" but alos tkaes the ingredients weight into account. After all you can get a lot more juice out of a Mellon than you get out of a Cherry, and one Pumpkin can make you a Pie while one strawberry would just be enough to top a muffin with.
That way you can have ingredients at a much more realitic weight as the heavier ones mean you can also get a lot more out of them instead of a 5kg pumpkin being the same as a petal barely weighing one gram.


Also they should REALLY research weight of weapons more, a 140cm long claymore weights just about 5.5 pounds, compare that to a dagger weighing 10 pounds alone in Oblivion (or even one weighing 20kg in Daggerfall).
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{Richies Mommy}
 
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Post » Fri May 27, 2011 9:12 am

Realistic speeds for animals wouldn't work if you can't deal with animals in realistic ways, i.e. making noise until they become disinterested. Their unrealistic speed is a gameplay decision to make some of them avoidable to keep the game from being overbearingly frustrating, it seems.

But perhaps realistic speeds could work if a different method for dealing with animal hostility was implemented; if every animal wasn't starving and hostile this would be appropriate. Say, instead of current systems, animals only go hostile if a certain safety zone surrounding them is breached; not automatically.

Consider this scenario: an animal notices the player. If the player remains relatively still and doesn't threaten the animal's personal zone, the animal growls facing the player. If the player remains outside of that hostility perimeter, the animal eventually becomes disinterested and leaves the area (disappearing from the game at a certain distance from the player if not pursued). If the player, on the other hand, approaches too close, while being growled at and breaches the hostile zone (or is discovered sneaking into the hostile zone), the animal attacks. This safety zone could be a wider diameter area if the animal spawn encounter includes young animals.

Perhaps even some sort of "perk" or skill mastery system was implemented where this area could be widened or ignored. (As a skill mastery system this would require a new skill probably such as outdoorsman, survival, tracking or what have you - I can't think of a skill that exists as of TESIV that would help here.) I'd really like to see some sort of perk or trait system in this game based on skill and ability pre-requisites (perhaps even level requirements); although I'm sure some purists might disagree. I think that this sort of system offers a great way to customize your character. Consider an animal tracking trait, that tells you "You see [insert animal here] tracks leading off..." and an icon appears on your compass showing the direction of the animal. Or perhaps it has to be taken twice, the first level in animal tracking gives you the warning and the second level shows their location on your compass.


Considering movement, it could be a good addition to implement some sort of terrain cost to movement. If you're walking through mucky terrain you're slower than walking on the nearby path or road, climbing an incline is slower, etc. This would give roads and paths a strategic benefit to the player and make exploration a bit more of a risk. For example, there would be a quicker route through marshy areas on the raised dry areas than the wet water filled areas. This terrain cost would obviously not affect levitating or flying creatures, making will-o-wisp marshes even more of a maze-like deathtrap, for example. Spawn zones in these dangerous areas could be foreshadowed with half buried human and animal skeletons and corpses near their perimeter.

Snow, overgrown areas, marshes, rocky terrain, waist-deep (and higher) water, inclines/declines should all affect movement rates in some way, such as forcing you to walk in certain areas or slightly affecting your speed in others. This might be initially seen as a burden, but with a hidden benefit: a clever escape could involve leading your pursuers into an area in which they are slowed down by the terrain. Other gameplay choices could be made based on this system. For example, a seldom used and dangerously bandit rich road might be a quicker path through the swamp or mountainside, but traveling off the road could be slower and in this case safer as long as you aren't spotted by flying creatures.
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Nienna garcia
 
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Post » Fri May 27, 2011 2:32 pm

How about some amusing animation? You know you're walking done the city street and someone throws a bucket of soapy water all over you, or a guy gets picked up by the seat of his pants and thrown out the tavern doors or maybe some patrons got snotty and started a free for all brawl and someone gets chucked through the window, glass shattering everywhere. And how about making all misc items equiptable as weapondry as well as ingredients. That would be fun, I mean how fun to play as a commoner and going out in the world kicking baddy butts with the lower farm broom? It doesn't have to be all serious, how about making it amusing and fun.

Big big fan of Jims Bar Fights, the mod is all kinds of awesome. Bethsheda should definately look at that mod...
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trisha punch
 
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Post » Fri May 27, 2011 10:54 pm

I don't want guards to respawn at all. They're real people with real names and real lives of their own. This should be present as they return home to their families and such. Also I really want the wilderness to focus more on survival.
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Eoh
 
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Post » Fri May 27, 2011 7:25 am

Realistic speeds for animals, monsters, etc. Nobody should be able to outrun a bear, cougar, wolf, or deer (except for maybe Khajiit and Argonians). And it was ridiculous that the xivilai could only run like five miles-per-hour.


Agreed I HATED the uber speed of a normal person.

And Daniel Kay, I think your bonus effect is the right way of hadlening eat and sleep. I just love when a player can get effects from other things than magic and enchantmen.
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Bek Rideout
 
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Post » Fri May 27, 2011 8:11 am

Agreed I HATED the uber speed of a normal person.

On the topic of speed you should have a "sprint" option so you're not just bound tp sneak, walk and run. Running would only drain your stamina slowly but sprinting pulls on it but also lets you do a fast dash over some distance, possibly enough to get away from something chasing you. You wouldn't be able to fight while sprinting but push things out of your way like NPCs, srpinting while in combat mode would ram them.

Additionally you should be able to drop your backpack to reduce weight (you still keep things you carry on your body dirctly). When getting chased by a potentially lethal enemy dropping extra weight to get away can help a lot. Plus you can come back later and pick it up again when the coast is clear.
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Samantha Mitchell
 
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Post » Fri May 27, 2011 1:30 pm

I am planning to make an vampire character soon and got an idea.

You should be able to choose vampire right from the start for roleplaying purposes.
Same could apply for werecreatures.








And another thing; windows should be windows. Oh and we need mirrors too.
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Victoria Bartel
 
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Post » Fri May 27, 2011 9:07 am

I am planning to make an vampire character soon and got an idea.

You should be able to chosse vampire right from the start for roleplaying purposes.
Same could apply for werewolf.


And another thing; windows should be windows. Oh and we need mirrors too.

Both are completely possible, M.O.E for Oblivion has a feature that allows you to be a vampire at the beggining and there's also a mod that makes Windows in cities work like doors.

Other things that can be done in TES 5:

1. Facial hair
2. Kids
3. Better beggars, some should stand up and some should lie down
4. Addiction to drugs, definatly should be done with skooma

You did all of these in Fallout 3 Bethesda and now you should do it in TES 5, just don't make kids unkilliable and add eye patches and other head gear apart from helmets that will fit in with the world.
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ZzZz
 
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Post » Fri May 27, 2011 10:28 am

Both are completely possible, M.O.E for Oblivion has a feature that allows you to be a vampire at the beggining and there's also a mod that makes Windows in cities work like doors.

Other things that can be done in TES 5:

1. Facial hair
2. Kids
3. Better beggars, some should stand up and some should lie down
4. Addiction to drugs, definatly should be done with skooma

You did all of these in Fallout 3 Bethesda and now you should do it in TES 5, just don't make kids unkilliable and add eye patches and other head gear apart from helmets that will fit in with the world.


What about people that don't use mods or don't have the PC version?

So no it's not completely possible.
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Amber Ably
 
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Post » Fri May 27, 2011 5:10 pm

What about people that don't use mods or don't have the PC version?

So no it's not completely possible.

No I meant they're both completely possible to do, I was just saying that if the modders could do it then one of the professional programmers could.
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willow
 
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Post » Fri May 27, 2011 9:17 pm

No I meant they're both completely possible to do, I was just saying that if the modders could do it then one of the professional programmers could.


Oh i see.

I have one of those "Oh snap!" moments now.
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Sammygirl500
 
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Post » Fri May 27, 2011 8:43 am

Different styles of the same type of armor. Example: the steel, and every other type of, armor looked different in Morrowind and Oblivion. Maybe in The Elder Scrolls V, they could add every style of armor and clothing that appeared in each game.

And another thing, I want pets for my house that do not follow me around. If I get a dog or skinned hound, it should go into the house of my choosing and stay there permanently... Unless I tell it to go somewhere else.
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Niisha
 
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Post » Fri May 27, 2011 6:26 pm

I am planning to make an vampire character soon and got an idea.

You should be able to chosse vampire right from the start for roleplaying purposes.
Same could apply for werewolf.

Simple solution: These options are taken as disadvantages (hehe, not for those who know how to use them!), just like any other disadvantage/advantage.

If the Fallout 3 devs can take the time to put dozens of perks into the game, I think it's just so that the TES V devs should take the time to bring back disadvantages/advantages, while also bringing them up to date so that the terrors of the past can't happen (taking disadvantages that are counted by advantages, such as the old strategy of doing weakness to all the magick types while then taking Immunity to Magick as one's advantages).







And another thing; windows should be windows. Oh and we need mirrors too.

Yes please. I really want to be able to climb up to a wall (which of course requires the return of climbing) and enter a house through a window.

And some games now days do allow one to see through a window, at least partially due to some sort of zone buffer.
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Robert Devlin
 
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Post » Fri May 27, 2011 3:50 pm

Eating:
I think eating and drinking should be in the game not only as this would add more immersive ways of healing but also give all the food you can find a meaning and add to gameplay with new mechanics.

Now first off, what should eating do and don't.
What it should do is regenerating health, however I don't say it shouldn't give you instant healing, no bite in a sandwich and you're fine again. However what it DOES to it boost natural regeneration.
Your health, stamina and possibly magic slowly regenerating over time. What eating does is boost and upkeep this, if you eat regularly and "good" food your regeneration rate would be high, eating little or nothing makes it go down.

Eating should NOT be a necessity just to stay alive, you don't loose health for not eating and you don't DIE. What not eating does is simply slowly make your health regeneration rate go down, and starving might also inhibit stamina regeneration. Also you wouldn't have to eat like every 10 minutes, more like every 1 ? 2 in-game days or so would be the "minimum necessity" to upkeep a good regeneration rate. The regeneration boost wouldn't be instant too, it depends on WHAT food you eat as well. Some foods get in your system faster, some nourish you longer and so on.
Your regeneration wouldn't fully fade too but go down to a very low rate. Plus you can still regenerate health and magic by sleeping and stamina already by simply resting (letting your char catch his breath by going slow or sit down a bit).

Drinking gives you a stronger regeneration boost over a much shorter time than eating. It also depends on what you drink, clear water only boosts stamina regeneration, but other drinks give additional regeneration boosts, like potions for health, or maybe teas for mana. Some drinks like coffee or beer have additional effects for your stats. Antidotes also work over time and counter poison effects, instead of simply removing the poison instantly.

Food is digested over a day or so, drinks over few hours (in-game time). You can only eat or drink so much though. If you are full and keep eating, your stamina regeneration goes down, or you'll get nauseous and vomit eventually. This could actually save you if you ate something poisonous, you can consume something extremely bitter or drink enough water to make you vomit the poison. Maybe it can even be possible to smuggle something in your stomach.

Food is digested at a much slower rate while you rest or sleep. That way you can "wait" a lot longer without having to eat again like when you have to wait a few days for a certain event and just want to skip them.


Sleeping:

While drinking gives your stamina only a short time boost, sleeping keeps up your stamina regeneration for up to a day. Like eating you could go quite a while without sleep without suffering negative effects too strongly, after a full day without sleep your character would just tire out a bit faster but this can still be countered with "energy drinks". After 2 full days you'd start to tire out faster and your character is a bit dizzy and after 3 days it can even happen that you hallucinate.
Though I don't think sleeping actually is THAT much of a problem seeing as it regenerates everything and heals heavy injuries faster.

Another idea is that a resting (not sleeping) character uses the time to meditate, which boosts his mana regeneration for some hours.


Survival:
In very hot areas you automatically get a "Hyperthermia" or heatstroke status effect that can get worse depending on the temperature, your clothing and your natural resistances. It slowly drains your stamina, and in worse stages of Hyperthermia and dehydration your character also gets dizzy and starts to hallucinate. Water kinda acts like an "antidote" to that, meaning as long as water is in your system, the hyperthermia effects are reduced.

Inversely in very cold areas you can get a "Hypothermia" status effect, again depending on temperature, clothing and resistances, which, in addition to draining your stamina, slowly makes your muscles stiffen, your movements becoming more sluggish and shaky. Eating and drinking warm foods acts as a "antidote" here, drinking alcohol counteracts the effect on your movement a bit but doesn't really warm you. Actually generally eating food counters the effects a bit unless it's too cold.

Passing out is a serious risk in areas that constantly drain your stamina, as you'll probably never wake up again unless you are very lucky and get rescued. If you pass out while swimming, you might get washed onto the shore and regain consciousness.

Food scarcity is usually not an issue, but if you plan a longer trip, you should bring rations.


On the topic of speed you should have a "sprint" option so you're not just bound tp sneak, walk and run. Running would only drain your stamina slowly but sprinting pulls on it but also lets you do a fast dash over some distance, possibly enough to get away from something chasing you. You wouldn't be able to fight while sprinting but push things out of your way like NPCs, srpinting while in combat mode would ram them.

Additionally you should be able to drop your backpack to reduce weight (you still keep things you carry on your body dirctly). When getting chased by a potentially lethal enemy dropping extra weight to get away can help a lot. Plus you can come back later and pick it up again when the coast is clear.


I like it your idea are great
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Franko AlVarado
 
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Post » Fri May 27, 2011 11:20 am

I for one would like to play a new TES game where Argonians look the same as they did in the last game, every game so far has introduced a new Argonian, although adding the lizard feet from Morrowind to the Oblivion Argonians while still keeping the universal boots would be kinda cool.... I dunno, I just think that the basic races should stay the same.
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mollypop
 
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