TES V Ideas and Suggestions # 140

Post » Fri May 27, 2011 11:13 pm

This is sadly limited by the engine, some like CryEngine2 can actually dig tunnels since the environment is not purely based on higthmaps. It might be possible they expand their engine to be able to do that, it would definetly add a lot to the landscape like real overhangs or actualy caves and tunnels in the environment but so far i wouldn't really count on it.

But it CAN be implemented, I doubt they won't make a new engine, and this is a suggestion for the new one.

I would also think that it'd be awesome to have new gameplay methods to the game. I would love to keep standard 1st person, but to be able to have a system similar to 3rd person action games. I always thought 3rd person was kinda bad when fighting in TES, but I loved to look at any awesome armour I had. I've been playing Ocarina of time recently :drool: , and I had an appiphony - These physics, apart from targeting unless they can make it fair, would be awesome in TES 5.
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Grace Francis
 
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Post » Fri May 27, 2011 4:17 pm

I realy want them to do away with cells and loading screens. and get some poly culling in thier game.
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Jani Eayon
 
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Post » Fri May 27, 2011 11:30 am

I'd like to add and say there should be different kinds of zombies that look and behave different depending on the cause and envirnment of death.
Also it SHOULD be possible to kill zombies but be a lot harder.

Some mod in TES4 made it possible for undead to rise again. Made backtracking out of dungeons more fun. Backtracking is fun in general, if the dungeon is big enough and labyrinthian. In TES3-4 everything there is dead by the time you find the thing you're after.

More mind-wrenching desing like in Daggerfall. Enemies that actually wander, making it unpredictable. Deadly traps like in TES4 (made deadlier by mods) and nice dark places where you can actually trigger those traps.
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Andres Lechuga
 
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Post » Fri May 27, 2011 11:00 am

Mounted combat!! Adding horses to Oblivion was great, but having to dismount for every rat or bandit in order to fight it was a little dissapointing.

Also, less levelled lists please. Make creatures/bandits/etc cap at a certain level so we won't have bandits in full daedric armor at level 20. The same applies to levelled rewards and artifacts. I don't want to find the level 5 Mentor's Ring; I want the Mentor's Ring. To me, adding 5-10-15-20 versions of legendary artifacts was very dissapointing. It almost felt like a MMORPG where everything needs to be balanded. For a singleplayer game it doesn't matter if the player can obtain an artifact at level 1; but it matters to the player that he can jump in joy and feeling powerful for finding a legendary artifact in an ancient crypt/dungeon.

Which brings me to dungeons in general. Please do away with the seemingly 'random generated dungeon #15 with random levelled loot in loot chest #3'. Please make dungeons/ruins feel unique and add in unique items so the player actually wants to explore. To me, finding random levelled loot in every dungeon took a lot of fun away from the game.

More diverse use of magicka and alchemy systems (as we had in Morrowind); not the 'this is your soul, this is what you get'. I want to experiment, add effects, combine effects, fiddle around with it for hours until I find that one combination for my Daedric Battleaxe that is just perfect :)

More equipment slots for customization of your character.

No staff-cannons. Every staff found in the game felt like it was some kind of gun. Add the staff back as a skill, so mages can wield it (and enchant it) with pride :)

Less mainstreaming for the casual gamer as even they are not completely braindead. These games are supposed to teach us things and make us think and learn. You can't learn when a magical compass just tells you that the evil lord Olibaka is currently walking around in the second level of this dungeon you never been to. Putting the dungeon on your map ('Here, let me show you the location on your map') was cool and immersive; holding your hand until you come face to face with your objective was not :P

A vast world needs a deep history. Morrowind had this feeling of actually being part of it. Oblivion felt kinda artificial. The world needs a soul ;)

No psychic guards that pursue me no matter where I are and treat me like dirt for accidentally picking up a spoon or killing someone in a dark alley. No witnesses = no consequence. Minor crime = 'excuse me %20playername, but we have a report of you stealing a spoon from %20npcname' -> player - 'I'm sorry, it was an accident; here is the spoon' :D

Special encounters warrant special treatment. Instead of using an invisible troll for the Uderfrykte Matron or a whining Altmer for Mannimarco; make such encounters more memorable.

More skills, not less. Even though I rarely used Medium Armor or Spears; it simply adds to the richness of the world in being able to choose them anyway.

More voiceactors for the different races. I don't want every Nord/Orc or Bosmer/Dunmer/Altmer to use the same voiceactor. I want my Dunmer males sounding like gravel etc.

Seasonal changes. To me this process can simply be done by a form of disable/enable. This would put a different texture on the leaves of trees depending on the season (or fully disable them during winter to have bare trees); or packs of snow on rooftops.

Guess that covers the basics for me; and there was more but my mind cannot put them into words right now :P


Greetz,

Milt
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Stacyia
 
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Post » Fri May 27, 2011 4:26 pm

1. There should be more of a hierarchy in the game world, attacking and killing a count won't result in the same bounty as killing a beggar
2. If Sleeper Agents are part of the TES 5 MQ then make some of them follow you and hunt you
3. The opposing faction in the MQ should be smarter, from Oblivion *Why don't we send large amounts of our forces to attack Bruma and Cloud Ruler Temple while the Blades and the Hero of Kvatch are busy trying to get a great sigil stone*
4. Expand on the idea of voice acting, get one person per race to do all their voices then change the pitch, tone, sound and all the other stuff to make them sound different. There could be three types of voices for each gender of each race.
5. Places should feel more distinguished, in Oblivion Skingrad felt like it should have been a very upper class place, the Waterfront should have looked very dirty and filled with plague also it should have been crowded with beggars and lower class people and the shacks should have been closer together to give a more enclosed feeling.
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..xX Vin Xx..
 
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Post » Fri May 27, 2011 12:35 pm

snip



I love it! I hope they implement most, if not all these ideas in the next game.
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priscillaaa
 
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Post » Fri May 27, 2011 9:26 pm

Make it seem...more serious i guess. The faces seemed too smooth in oblivion. The graphics were good, but i mean the characters didn't seem as [censored] as in Morrowind. I can't really explain it, but in oblivion everything was less harsh, which isn't necessarlly a bad thing, but the faces seemed more goofy, and especially bosmer.
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Lindsay Dunn
 
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Post » Fri May 27, 2011 4:08 pm

Elder scrolls V should be more realistic like you see people rob other people or attack civilians and the cities should be much more vibrant and lively like people playling music or you see homeless people saluaging trash and such or being able to start your own shop and make your own buildings with a brick desginer. Most inportantantly i would like to see aamor and weapon forge or you can use almost anything like a weapon

Armor Example: Wood, Scale, Bone like in Morrowind ( Bone Mold ) or other Raw Materials to gain special effects

Weapon Example: Bone as said Wood, Diamond, Ruby or other gems then the standard glass or other Raw Materials but none the less anything can be used as a weapon fork, Knife Rock or stick.
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Jose ordaz
 
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Post » Fri May 27, 2011 9:22 am

Here's a new idea..how about having a future where you can move around the compass, health bar, magicka bar etc and place it anywhere on the screen? :D
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matt
 
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Post » Fri May 27, 2011 10:31 pm

We need differnt mission and game out comes based on your character more and seasons like you can find a certain animal in certain places for someone and other stuff and lots of updates for people that love to play missions new missons monthly for new weopns and upgrades.
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Krystal Wilson
 
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Post » Fri May 27, 2011 4:45 pm

Oh one more take on technological advancement.
I think a nice example was "Thief: Deadly shadows" where they had simple steam pwoered machinery (nothing too advanced though) and actual electric street lighting.
I mentioned it somewhere else before but it would be nice to see people actually actively researchign Dwemer technology, if the setting is in Skyrim (as far as i know there are a few Dwemer ruins there) a interesting place would be a research site where they actually broke open one half of a Dwemer ruin and started taking it apart bit by bit and study how the machines are built. They could still use strong hand by adventurers to make it deeper inside without getting killed.
Would be interesting to see the insides of the tents actually lit with dwemer lightbulbs (those where in Morrowind btw).


Why not have magical advancement instead of technological? Such as magic street lamps, flying ships, summoned 'guns', magic carts that run with ghost horses, a portal to communicate between two places, portals to travel, magic winds to fill ship sails, magic music boxes in pubs, magical turrets to protect fortresses, things along those lines, feel free to imagine and invent from these ideas. Oh, and some basic Dwemer technology enhanced by magic. An orrery which gives you the current starsign you're under and lets you talk to a god/dess for the month you're in and on a specific day of the year it summons an image of an evil daedra or a lost soul (a kink in the system as it were).

Stephen.
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Philip Rua
 
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Post » Fri May 27, 2011 9:07 am

Why not have magical advancement instead of technological? Such as magic street lamps, flying ships, summoned 'guns', magic carts that run with ghost horses, a portal to communicate between two places, portals to travel, magic winds to fill ship sails, magic music boxes in pubs, magical turrets to protect fortresses, things along those lines, feel free to imagine and invent from these ideas. Oh, and some basic Dwemer technology enhanced by magic. An orrery which gives you the current starsign you're under and lets you talk to a god/dess for the month you're in and on a specific day of the year it summons an image of an evil daedra or a lost soul (a kink in the system as it were).

Stephen.


Thats true but that should be DLC.
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Davorah Katz
 
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Post » Fri May 27, 2011 9:17 pm

Thats true but that should be DLC.

Noooo! I don't want to have to pay money for a game I already own. THAT svcked. I understand with expansions, but it just felt so unneseccary to pay for what I could have done myself in the CS.
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Anthony Diaz
 
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Post » Fri May 27, 2011 5:26 pm

What I liked about Fallout 3 that they could throw into TESV is the fact that they had unnamed people in towns. We need more then 200 NPC's in the biggest city of the continent. But it takes too long to make them all unique. So just throw another couple hundred nobodies that have the name "Imperial City Civilian" that serve no purpose, have no dialogue other then a "Hello" if you try and talk to them, etc.

And followers. I'd like to get a small group rather than adventuring along sometimes.


This would be very nice, as I often wander the streets of the Imperial City in Oblivion and think to myself, I'd love to just kill everyone I see, but if I do that then they are gone, along with their dialogues and whatever quests they may have been hiding. If there were 'civilians' as you say then you could mow them down one at a time, however you want (i prefer stealth) and you wouldn't need to worry about whether this or that person was going to give you a quest in the future.

Stephen.
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Dalley hussain
 
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Post » Fri May 27, 2011 12:34 pm

This would be very nice, as I often wander the streets of the Imperial City in Oblivion and think to myself, I'd love to just kill everyone I see, but if I do that then they are gone, along with their dialogues and whatever quests they may have been hiding. If there were 'civilians' as you say then you could mow them down one at a time, however you want (i prefer stealth) and you wouldn't need to worry about whether this or that person was going to give you a quest in the future.

Stephen.


I think it?s a lot more fun if the NPC that you want to kill has a name and background etc. that makes it mora a `special` kill. Otherwise i would just be killing some lame bandits or marauders.
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Rebecca Dosch
 
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Post » Fri May 27, 2011 11:49 pm

Yeah, and how hard is it to implement? Sure, when making NPC's alot goes into them. But with people like that, you randomize a face, put them in the world, and give them some basic AI.
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Marie
 
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Post » Fri May 27, 2011 1:06 pm

To me, finding random levelled loot in every dungeon took a lot of fun away from the game.

I think that's mainly because of the bad level-listing. It was great in TES2, trying to find a full set of silver armor, for example, and never succeeding! In TES4 everything is handed out to you. If not by chests, then the enemies wear/wield them. But to me, hand placed items are a nuicanse, because I like to play TES games through more than once. I hated replaying TES3 since I knew exactly what was where and how to get it.

How *I* would solve the case? Mostly random loot, then 100 or so unique items randomly placed in 1000 or so hand placed locations. With each game, their location would make sense, and be hard to find, but you could never know for sure what you find. And returning to a location in another game only gives you a 10% chance to find anything.
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Isaac Saetern
 
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Post » Fri May 27, 2011 10:22 am

I would love to see Tes:V to be a RPG
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Miss Hayley
 
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Post » Fri May 27, 2011 3:38 pm

I think that's mainly because of the bad level-listing. It was great in TES2, trying to find a full set of silver armor, for example, and never succeeding! In TES4 everything is handed out to you. If not by chests, then the enemies wear/wield them. But to me, hand placed items are a nuicanse, because I like to play TES games through more than once. I hated replaying TES3 since I knew exactly what was where and how to get it.

How *I* would solve the case? Mostly random loot, then 100 or so unique items randomly placed in 1000 or so hand placed locations. With each game, their location would make sense, and be hard to find, but you could never know for sure what you find. And returning to a location in another game only gives you a 10% chance to find anything.


I've always wanted this. In Morrowind, adventuring was fun at first because I had no idea what I'd stumble into. I found Ald Redania by accident, got into an epic battle with the Skeleton Warlord and got a powerful artifact as a result. After a few years, though, getting artifacts just comes down to remembering where they are.

If that system was in TESV, then every cave/dungeon I see will spark curiosity. It could have absolutely nothing... but it COULD have some of the most powerful artifacts in the game.
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Phillip Brunyee
 
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Post » Fri May 27, 2011 7:05 pm

If that system was in TESV, then every cave/dungeon I see will spark curiosity. It could have absolutely nothing... but it COULD have some of the most powerful artifacts in the game.


That would make exploring dungeons worth your while again.
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gemma king
 
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Post » Fri May 27, 2011 8:47 pm

I just think it would be cool if if took place in Skyrim and you had the chance to return to Solstheim.
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Laura Simmonds
 
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Post » Fri May 27, 2011 10:41 pm

I'd like to be able to create my character at any age as in Oblivion, and see him age further as time progresses in the game, say I create a 50 year old, then I get jailed for 50 years, my character would then look 100 years old and have stat changes accordingly, say strength and agility. And if you create a 10 year old the stats start lower, then increase as the years go by, like the luck system in FO3 where one point of luck gave rise to each ability but in this case it would be stats. Then when you reach 25 the stats no longer increase except by leveling up, (and you don't age by leveling up either) and when you reach 65 or 70 your stats start decreasing again until you're 100, so you lose a great deal of ability... Now in doing this you'd want some way to reverse the effects of time, I was thinking maybe you could find magic berries which have no real effect when you eat them, but when you take them to a shrine of Dibella, or summon a specific Daedra and hand them over, for each berry you hand over you get a week taken off your age, so you'd need to find hundreds of berries in order to lower your age from 100 down to 10 again.

Oh, and you don't know about the youth thing with the berries until you've done some side quest which is rediculously long and read a book which you may or may not find along the way which has a reference to the ritual which seems like it may just be a fictional thing and most people will throw away the book unless they've read the walkthrough section of a website dedicated to this game.

Just a thought.

Stephen.
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louise hamilton
 
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Post » Fri May 27, 2011 7:44 am

I also want to see better perks for reaching high levels in factions. When you rise in rank above other people, you should get the feeling. Back when I worked in high school, I first started working and felt like the low man on the totem pole. That aspect, they always portray perfectly (orc in Cheydinhal calling you meat, Oryen treating you like crap) but then as I kept working there for two years, I got more responsibility and stuff. I discovered I was able to talk down to certain people because I was above them. Sounds rough, and it's not like I was the worst co-worker in the world, but I want the ladder of business in TES:V.

When I'm above you in rank, you respect me. When I'm high enough, I can assign you tasks, just as the high ranking members assigned them to you when you first joined. I want to see people to continuously join factions after you, too. How many times did you hear battlemages say "Ah, you must be the University's newest student, welcome." when you were a year game-time in, and the Arch-Magister?

They always seem to hit close to what I want, but still so far from it being a solid perk of advancement in guilds. In House Telvanni, when you became one of the big shots, you got a Mouth to stand for you in the council, and you could send him on quests. Just as questgivers do, you had to get some potions and other necessities he'd need for the quest, and pay him when he got back. Then in the Fighters Guild, you ordered what you wanted members to be doing, and what you chose made the difference in what portions you received. But these are raw examples of what I want.

It'd also be cool to have members of the faction join after you, rise up after you, and eventually when you call the shots, you're the one raising people's ranks according to how much you use them. I don't know, factions could be ridiculously cool if they added so much more to them, but as they stand they're still great. Just polishing on some ideas could make them unbelievably addicting.
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NO suckers In Here
 
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Post » Fri May 27, 2011 12:06 pm

I also want to see better perks for reaching high levels in factions. When you rise in rank above other people, you should get the feeling. Back when I worked in high school, I first started working and felt like the low man on the totem pole. That aspect, they always portray perfectly (orc in Cheydinhal calling you meat, Oryen treating you like crap) but then as I kept working there for two years, I got more responsibility and stuff. I discovered I was able to talk down to certain people because I was above them. Sounds rough, and it's not like I was the worst co-worker in the world, but I want the ladder of business in TES:V.

When I'm above you in rank, you respect me. When I'm high enough, I can assign you tasks, just as the high ranking members assigned them to you when you first joined. I want to see people to continuously join factions after you, too. How many times did you hear battlemages say "Ah, you must be the University's newest student, welcome." when you were a year game-time in, and the Arch-Magister?

They always seem to hit close to what I want, but still so far from it being a solid perk of advancement in guilds. In House Telvanni, when you became one of the big shots, you got a Mouth to stand for you in the council, and you could send him on quests. Just as questgivers do, you had to get some potions and other necessities he'd need for the quest, and pay him when he got back. Then in the Fighters Guild, you ordered what you wanted members to be doing, and what you chose made the difference in what portions you received. But these are raw examples of what I want.

It'd also be cool to have members of the faction join after you, rise up after you, and eventually when you call the shots, you're the one raising people's ranks according to how much you use them. I don't know, factions could be ridiculously cool if they added so much more to them, but as they stand they're still great. Just polishing on some ideas could make them unbelievably addicting.


I always wanted to see this, to be able to send npc faction/guild members on quests, to be able to follow them as they complete or fail your quests, to have random npc's join up and try to please you to gain rank so it doesn't matter which ones die there'd always be enough to fill the ranks.

Also you'd be able to expel members, get reports on their activities (stealing, good behaviour, etc) and higher ranking members could be recruited as followers.

Stephen.
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sam smith
 
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Post » Fri May 27, 2011 9:55 pm

Yeah, and how hard is it to implement? Sure, when making NPC's alot goes into them. But with people like that, you randomize a face, put them in the world, and give them some basic AI.

they could also creat a random name generator for each race, and have a program that just auto randomizes everything, so all they have to do is click new random NPC and bam a random NPC of random race and name and all that good stuff,it would cut production time of big cities by alot.
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Ella Loapaga
 
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