TES V Ideas and Suggestions # 139

Post » Fri May 27, 2011 1:52 pm

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.

...And if you have a really really high acrobatics or agility skill level, like 100, you can sprint across water!
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elliot mudd
 
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Post » Fri May 27, 2011 5:15 pm

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.

That would be 100% possible as modders for Morrowind showed with having "boots" the beast races can wear. But i want more options to edit the argonians faces as they where too flat for my taste and you couldnt change the eye direction.

...And if you have a really really high acrobatics or agility skill level, like 100, you can sprint across water!

Possibly, you could jump over water after all.
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Victoria Bartel
 
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Post » Fri May 27, 2011 8:52 am

That would be 100% possible as modders for Morrowind showed with having "boots" the beast races can wear. But i want more options to edit the argonians faces as they where too flat for my taste and you couldnt change the eye direction.


IDK why, but I've always preferred the humanoid Argonians in OB... I'm not sure why, either, as I still prefer MW for everything else. :P
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kelly thomson
 
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Post » Fri May 27, 2011 3:25 pm

IDK why, but I've always preferred the humanoid Argonians in OB... I'm not sure why, either, as I still prefer MW for everything else. :P

Peronally simply prefered the more animalic looking ones, they just seemed a lot mor unique ina world where everything else looks like humans with face paint and funny ears. I know a lot of people say "the ones in Oblivion are better for blahblah reason" (personal taste is the only VALID one i accept) but all those arguments run into the same corner, lazyness of the Devs:

Their animation was weird in Morrowind -> The guys at Beth never have been so great in terms of animation and it also shows in non TES titles. They'd simply have to make better walking animations and it it possible, i made some a while ago useing the meshes of the argonians and i'm a noob at animating.

They couldn't wear boots -> Modders made the beast leggings which took the function of boots, problem solved.

They couldn't wear full helmets -> Problem was NEVER solved, full helmets still just replaced the full head only now they did it with the beast races too, they could have easily done that in Morrowind as well. The only "fix" was that argonian snouts where shorter which is not a fix of the actual problem.

All those things could have been fixed but they decided not to and just did a copy-past job which also shows on all other races. I really hope they TRY this time... I wouldn't be totaly put off if they didn't but it would be dissapointing, games get better but obviously the spirit to make them doesn't.
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Amanda savory
 
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Post » Fri May 27, 2011 8:27 am

people are always calling khajiits mangy house cats and argonians lizards; yet i havent even seen a cat or a lizard. we need more actual animals
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Alisia Lisha
 
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Post » Fri May 27, 2011 5:52 pm

I think jump across water must drain a lot of stamina cause you can't always jump on water or run across it for a long time

I would prefer character be more animalic looking one too but either way is fine for me
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Nick Jase Mason
 
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Post » Fri May 27, 2011 9:18 am

Anything that adds to player and NPC uniqueness is a must.
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Tikarma Vodicka-McPherson
 
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Post » Fri May 27, 2011 11:38 pm

I think jump across water must drain a lot of stamina cause you can't always jump on water or run across it for a long time

I would prefer character be more animalic looking one too but either way is fine for me

talking about stamina, the basilisk lizard can run so fast on its hind legs that it can run on water. and the things are small, too, making it even harder (or easier, since theyre lighter). their legs were somewhat similar to that of an argonian's, so i dont see why an argonian with high speed sprinting as fast as he can can run on water...



... he might be to heavy, though, so................. :whistle:
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GEo LIme
 
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Post » Fri May 27, 2011 5:59 pm

How about the ability to wield dual weapons? It wouldn't benefit me and my constant traditional knight characters, but it sounds cool.
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NAtIVe GOddess
 
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Post » Fri May 27, 2011 10:52 pm

How about the ability to wield dual weapons? It wouldn't benefit me and my constant traditional knight characters, but it sounds cool.

knights dual-wielded, just very rarely... but it would help my warden character, as he constantly preserves the balance of nature by slaying pests that are too high in numbers.... soooooo..... two blades would help..... maybe dual wielding bows >:D


ok, thats impossible from what i know...









but..............................................
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Alada Vaginah
 
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Post » Fri May 27, 2011 9:48 pm

How about the ability to wield dual weapons? It wouldn't benefit me and my constant traditional knight characters, but it sounds cool.


That would be really cool. But have there been any decent proposals on how to do it? Would each hand/weapon be controlled by separate buttons (left/right triggers on xbox, right/left click on mouse, etc)?
Would it be possible to block (or parry, I consider parry=block)? Would that be a third button? Or pushing both button simultaneously?
Should characters still be allowed to cast spells while dual wielding?
Should the weight of the two weapons have more of an impact on rate-of-attack? Can I dual wield two large weapons (two war axes, two longswords)? Or should the off-hand weapon be restricted to lighter weapons?

Those are just a few initial question regarding dual wielding system/mechanics.
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Cccurly
 
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Post » Fri May 27, 2011 5:45 pm

How about the ability to wield dual weapons? It wouldn't benefit me and my constant traditional knight characters, but it sounds cool.

That should actually be possible, HOWEVER, not in the way that you say "this sword does 100 damage, i'll take two and do 200 damage" AND not in the way "I'll just wield two big war axes".

Dual wieding should most of all be reserved to one handed weapons like daggers, small axes, a spear and a short sword and such. Then the problem is the heavier the weapon is the less it's usually usefull for dual wielding. Additionally there ARE weapons that are meant to be used together like Butterfly Swords (Note, SWORDS, not knifes).
Then the damage, dual wielding means combining two wepaons into a move pattern and not using two weapons the same time. You mainly use one weapon to attack while you use the other to deflect or defend. You can use both in a combined attack like a scissor move but it's not like "hit with right, hit with left, hit with right, hit with left..." and so. It's more like "deflect attack with one weapon, attack with the other and then follow up with a second attack by the other"

So it's not "1 + 1" and not "hit faster" it's "attacking synchronized" with both.
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victoria gillis
 
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Post » Fri May 27, 2011 9:38 am

dual wielding is tougher than it looks, for it to work effectively you need a lot of skill, and if you screw up, you just might hurt yourself.


god, i love possibilities
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Lisha Boo
 
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Post » Fri May 27, 2011 9:53 am

I think dual weild should have it's disadvantage like when u press one hit character attacked 2 hit
If enemy can block the attack the attacker should lose his balance easier than he wield one weapon
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Camden Unglesbee
 
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Post » Fri May 27, 2011 9:24 am

assassin's creed did pretty good with dual wielding shortswords, but its hardly that easy. you cant just flip out and start slashing wildly, you have to time it just right. hear me out, dual wielding is the same as fighting with a singular weapon (with a few differences, of course), only you have two. dual weilding doesnt equal U83R PWN463
(UBER PWNAGE)
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Talitha Kukk
 
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Post » Fri May 27, 2011 9:13 pm

http://www.youtube.com/watch?v=HjMW5qenYyA might give you an idea of how dual wielding would work

In the video it's pretty much not "attack with both", it's "defend with one, attack with the other, synchronize the first into the attack" or "defend with both and let one flow into a counter attack, let the second synchronize into a full attack"
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glot
 
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Post » Fri May 27, 2011 8:56 am

http://www.youtube.com/watch?v=HjMW5qenYyA might give you an idea of how dual wielding would work

nice example, daniel. though there are probably more techniques than that that beth could implement intot their games. and the staff the girl was using, too. of course, with thrusts, staves do really good with thrusts
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emily grieve
 
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Post » Fri May 27, 2011 2:49 pm

nice example, daniel. though there are probably more techniques than that that beth could implement intot their games. and the staff the girl was using, too. of course, with thrusts, staves do really good with thrusts

There sure are more with different weapons too, for example you can use a "bearded axe - sword combo". When your enemy has a shield you can actually use the axe to pull the shield away and then stab with your sword. Additionally you can stab with your sword, hold and then hit with the axe.
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Cameron Garrod
 
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Post » Fri May 27, 2011 10:07 am

I'd like it that one could use a free offhand to do something, other than being useless and less effective when wielding a 1h weapon. Like be able to do a quick jab in the face to stun someone, or brush a attack away when timed correctly. Maybe even grab an opponent's arm when they extend or about to use a power attack, and force them to lose balance.

Likewise, h2h unarmed needs some rework to make it a better option to disorient, and stun than using a weapon. It should cause fatigue to wear off faster than any other weapons, and have an added benefit of being able to perform attacks that prevent attackers from being able to fight back, i.e. a more defensive style of fighting. Argonians and khajiit should also have the added benefit of being able to do more damage with unarmed h2h, due to their claws. So instead of punching an enemy to death, they could swipe and slash. In addition, h2h should have weapons. The ability to fight defensively should drop significantly, however it attacks are just as fast and do more damage. In ways, they should be more deadly than a dagger on a general basis, but I have an idea to balance fist weapons with daggers.

With daggers, they work best when they hit certain areas that are quite fatal. As such, when critical strikes are made, a dagger (or any 1h stabbing weapon, save for spears) should do a crippling amount of damage, as it shows you struck a fatal point (hitting the jugular, heart, etc, etc). This also suggest that we make certain weapons either stab, slash, or chop, or a much easier way to fight using the combination of being able to switch between the ways of attacking an enemy.
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Mario Alcantar
 
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Post » Fri May 27, 2011 3:47 pm

There sure are more with different weapons too, for example you can use a "bearded axe - sword combo". When your enemy has a shield you can actually use the axe to pull the shield away and then stab with your sword. Additionally you can stab with your sword, hold and then hit with the axe.

or stick your axe in the shield, yank it away, and then do a spin attack with the blade to get them right in the back of the neck --- there so many, i cant even begin to think of where to start! of course, theres not always need of two weapons, that is, if youre good with a shield. shields are like maces, they can do great damage against unarmored opponents, even wooden ones. shield combat and dual-wielding is a must.
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Emmi Coolahan
 
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Post » Fri May 27, 2011 4:24 pm

or stick your axe in the shield, yank it away, and then do a spin attack with the blade to get them right in the back of the neck --- there so many, i cant even begin to think of where to start! of course, theres not always need of two weapons, that is, if youre good with a shield. shields are like maces, they can do great damage against unarmored opponents, even wooden ones. shield combat and dual-wielding is a must.

Ahh that's a point i forgot, you should actually be able to attack with your shield, bash someone, ram someone and you gotta remeber there are also shield with spikes. You could actoually also be able to swing your shield and hit someone with the edge.

It could go like this, when in combat and not blocking with your shield it acts like a weapon, you swing and hit someone with it, when blocking you bash the shield into someone and when sprinting towards someone shiled up you ram them with it.

On the topic of shields, people should also remember that a lot of shields where NOT strapped to your forearm you actually help them in one hand, that way you had a bigger radius you can cover and you can actually punch somoen with it. Just wanted to mention that since in games you only see strap on shields instead of held ones.

EDIT: Spelling correction and wondering how often i can write the word SHIELD wrong...
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Brandon Wilson
 
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Post » Fri May 27, 2011 3:18 pm

That should actually be possible, HOWEVER, not in the way that you say "this sword does 100 damage, i'll take two and do 200 damage" AND not in the way "I'll just wield two big war axes".

Dual wieding should most of all be reserved to one handed weapons like daggers, small axes, a spear and a short sword and such. Then the problem is the heavier the weapon is the less it's usually usefull for dual wielding. Additionally there ARE weapons that are meant to be used together like Butterfly Swords (Note, SWORDS, not knifes).
Then the damage, dual wielding means combining two wepaons into a move pattern and not using two weapons the same time. You mainly use one weapon to attack while you use the other to deflect or defend. You can use both in a combined attack like a scissor move but it's not like "hit with right, hit with left, hit with right, hit with left..." and so. It's more like "deflect attack with one weapon, attack with the other and then follow up with a second attack by the other"

So it's not "1 + 1" and not "hit faster" it's "attacking synchronized" with both.

I know. Your idea is what I had in mind.
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Chris Johnston
 
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Post » Fri May 27, 2011 8:19 pm

A few things for the Main Quest

1.Leave Daedra out of the picture, I think they should have learned their lesson now.

2.I want other options instead of just going and doing everything myself for the good side. I should be able to become evil and help the Evil side or maybe even put myself as the one who gets all the power at the end!!

3.Their should be alternate ways of doing things and different outcomes. In the case of Oblivion why couldn't I command Blade forces to help ward off the Daedra or simply just go into hiding and try and let everything resolve itself out.

4.Like #3 above there should be an effect that allows some things to progress forward, this should only happen when certain quests are active. Again using Oblivion as an example, in the quest "Allies for Bruma" I should have been able to send Blades to sort it out for me, whether they win or lose depends on something like the combat system in Morrowind it's decided by some codes that takes all their stats into accountant and puts them against the stats of what was in the gate. Adding to this, if I left some places to fend for themselves against the Gates then there should have been a chance of the daedra actually leaving the gate and trying to actually destroy the city, if say Megaton got destroyed in FO3 I don't see why a city might get destroyed in TES 5 by some invading force (NOT DAEDRA)

5.A better MQ

6.If there is going to be an invasion/war then it should feel like one. People randomly attacking cities and camps and places of refuge. The good side and bad side should show initiative for their cause, a lot of this is possible so do it!!


That's all for now
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Trevi
 
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Post » Fri May 27, 2011 8:14 am

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.
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 7:34 am

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.

A modified version of Oblivion. And by modified, I mean no more leveling up (or you seamlessly level as x primary and Y secondary skills increase), and your stats rise seamlessly as your skills increase, with skills having primary and secondary stats (primary will be like 75% of the stat rises, and 25% of the secondary stat rises).

It'll stop the dreaded micromanaging, and allow people to seamlessly play a class with skills that reflect what a character is good at, instead of picking mage skills for a warrior class, so that we don't try to micromanage ourselves to get +5 on our desired stats all the freaking time and kill immersion.
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casey macmillan
 
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