TES V Ideas and Suggestions # 140

Post » Fri May 27, 2011 7:38 am

A small idea for Argonians again, since beards have been mentioned i thought about their "hair styles". Well first off there should be more, they always have the least available and the ones on Oblivion where kinda crappy too.
However here's an idea, have ones that can be COMBINED. For example, in Oblivion you could chose between either ear fins or a fin crest, why not both together?
Also "beards" for them could be small spikes over the faces or maybe something like small cheek fins, i think you get the drift.

Here are some http://img689.imageshack.us/img689/4021/argonianconceptheadstyl.gif i quickly made on my concept drawings and how they'd look combined.
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Emmie Cate
 
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Post » Fri May 27, 2011 11:06 pm

The New World idea is due to TESV being 200 years after Oblivion. It would make logical sence that Tamriel has advanced technologically in that time, likely including Seafaring and navigating. The Akavari found Tamriel from another continent, so why cant those from Tamriel find a continent!
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Queen of Spades
 
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Post » Fri May 27, 2011 6:31 pm

Idea. Purely hypothetical. What if they removed the "Main Quest" concept?
Would the game feel like it has less aim that it already does?
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Lisa Robb
 
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Post » Fri May 27, 2011 7:34 pm

The New World idea is due to TESV being 200 years after Oblivion. It would make logical sence that Tamriel has advanced technologically in that time, likely including Seafaring and navigating. The Akavari found Tamriel from another continent, so why cant those from Tamriel find a continent!

Ehh as much as i'd personally like to see advancements in technology it's actually a pretty tough topic, not from my side but many react to that like you want to set the game in the terminator universe...
And there actually is seafaring but we dont really get to see it. Also Tamriel and Akavir seem to be the biggest ontinents, there are others but they're never described closer.

Idea. Purely hypothetical. What if they removed the "Main Quest" concept?
Would the game feel like it has less aim that it already does?

I actually toyed with the thought "what if the game had no MAIN quest" but instead multiple quest chains that simply interlink at certain points and form a storyline. This would actually ave the advantage that they story can branch out and take different developments since it's free to break off at any point rather than follow a hard path. Though doing this is hard and, i think at least, it hasn't really been done yet. Sure there are games that have no main story really but they usually primarily consist of smaller unconnected mission.
But personally i think it's worth a thought, there can still be a red thread running through it after all that conencts things.
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Jessica White
 
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Post » Fri May 27, 2011 3:09 pm

I always liked main quests. We just need more freedom, but that damn lore restricts us.

Oh, and we need battles. The Defense of Bruma was close, now I want to see even better ones.
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KU Fint
 
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Post » Fri May 27, 2011 8:54 am

I always liked main quests. We just need more freedom, but that damn lore restricts us.

Oh, and we need battles. The Defense of Bruma was close, now I want to see even better ones.

Actually the lore is less restrictive than you think, it shouldn't be followed like a Dogma but it is pretty open and at least follows less stric rules than a DnD session :P
What actually limits the game is the fantasy and willingness to go out further of the Devs and story writers. A single REAL decission could mean ahving to write a total different storyline (for info on "real choice" best check http://www.youtube.com/watch?v=jlOXAtPvMDk)

As for battles, yea, som bigger ones would be intereting but not hundreds against hundreds.
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Aaron Clark
 
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Post » Fri May 27, 2011 11:39 am

Well ya know, my character, Vedaa, has her own story within the actual story of the game. I don't know if that's what you were getting at or not.
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Amysaurusrex
 
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Post » Fri May 27, 2011 2:51 pm

I simply mean that the lore restricts the choices to be made. Considering that you can do almost anything in the game, it's strange that no matter what you do, every quest ends the same way. Even if I'm a goody two shoes mage that wouldn't harm a fly or a blood-thirsty warrior who locks off heads if a guy looks at him the wrong way.

No matter what, you're the good guy at the end of the MQ.

But at the same time, it destroys the lore if they do anything about it. You side with Dagoth Ur, blight takes over Vvardenfell. You side with Mehrunes Dagon, destroy the world. Sort of game breaking.
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Sasha Brown
 
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Post » Fri May 27, 2011 9:07 am

Yeah, well it'd be hard to make the endings so different like that. It would be cool but they'd have to be very creative to make it work with the following game release. And even then, it'd mess up the lore too much. You saw how having alternate endings in Daggerfall made that whole Dragon break crap that's difficult enough to understand.
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Nancy RIP
 
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Post » Fri May 27, 2011 9:05 pm

I simply mean that the lore restricts the choices to be made. Considering that you can do almost anything in the game, it's strange that no matter what you do, every quest ends the same way. Even if I'm a goody two shoes mage that wouldn't harm a fly or a blood-thirsty warrior who locks off heads if a guy looks at him the wrong way.

No matter what, you're the good guy at the end of the MQ.

But at the same time, it destroys the lore if they do anything about it. You side with Dagoth Ur, blight takes over Vvardenfell. You side with Mehrunes Dagon, destroy the world. Sort of game breaking.

That actually has nothing to do with the lore, lore is the base the world is built on. What you mean is storytelling and consequences.
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stevie trent
 
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Post » Fri May 27, 2011 4:28 pm

They should make it possible to side with the bad guys in TES 5 MQ but they should make it so siding with them won't mean complete destruction of the land.
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Judy Lynch
 
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Post » Fri May 27, 2011 8:40 am

I simply mean that the lore restricts the choices to be made. Considering that you can do almost anything in the game, it's strange that no matter what you do, every quest ends the same way. Even if I'm a goody two shoes mage that wouldn't harm a fly or a blood-thirsty warrior who locks off heads if a guy looks at him the wrong way.

No matter what, you're the good guy at the end of the MQ.

But at the same time, it destroys the lore if they do anything about it. You side with Dagoth Ur, blight takes over Vvardenfell. You side with Mehrunes Dagon, destroy the world. Sort of game breaking.

Sadly, this is true....exactly HOW many 'Dragon breaks' can we have now? ;)

Perhaps if you could go different routes in the MQ, but use a subtly devious epilogue to make all the outcomes plausible...
hmn...I'll have to grow a beard to think about this one...
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jessica sonny
 
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Post » Fri May 27, 2011 9:16 pm

Well, it won't affect the lore until the next game comes out. Say you're character sides with Dagon and destroys the mortal plane. TESV starts out where Martin becomes a dragon and fights him off, which conflicts with the lore that states that Dagon won.

Regardless, the TES series, for being the best RPG, is lacking big time on the biggest RPG aspect: making choices. I also feel that their customization svcks without mods. You're one of three characters, with a few little things offsetting them from being exactly the same.
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Isabel Ruiz
 
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Post » Fri May 27, 2011 10:12 am

There's somewhat of a Dragon Break in my fanfic. But it's more of Akatosh splitting the reality of Aetherius and convoluting time so that there can be two CoC's at the same time. pah I can't wait to post the story.
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Brandi Norton
 
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Post » Fri May 27, 2011 10:34 am

Well, it won't affect the lore until the next game comes out. Say you're character sides with Dagon and destroys the mortal plane. TESV starts out where Martin becomes a dragon and fights him off, which conflicts with the lore that states that Dagon won.

Regardless, the TES series, for being the best RPG, is lacking big time on the biggest RPG aspect: making choices. I also feel that their customization svcks without mods. You're one of three characters, with a few little things offsetting them from being exactly the same.

Hell, I would've been just as delighted to LOSE by siding w/ Dagon.....just to play that part & have a magnificient villian's demise
*Ahem* Beth, you don't NEED to be the hero all the time to make an excellent game.
If variety is the spice of life, I'll take my TES:V WELL seasoned! :D
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LuBiE LoU
 
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Post » Fri May 27, 2011 2:02 pm

Are you ordering a steak?
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Calum Campbell
 
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Post » Fri May 27, 2011 8:23 am

They should make it possible to side with the bad guys in TES 5 MQ but they should make it so siding with them won't mean complete destruction of the land.

Actually i'd love it if there was no "BAD guy" but rather really to sides in a conflict. It would make it a lot more interesting trying to dicide which side to take and decissions more conflicting than "those - bad guys, kill them".
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Kat Ives
 
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Post » Fri May 27, 2011 6:25 pm

Would everyone stop talking about Dagon and wanting him in TES 5, I've had enough Daedra for the time being.

Can't TES 5 have something to do with the politics of Tamriel, the Empire is not in place any more and maybe other Provinces want to take the land your character is in. Also I don't want to feel like I'm being chosen and it's my divine right to save the Province. Check my first post on this thread about TES 5 should start, if they used a way like that then they isn't a feeling that you have to do anything; In Arena your told by a spirit to go find this and that to make a staff, in Daggerfall you are chosen by the Emperor to avenge a noble and some other stuff happens (I haven't played Daggerfall yet :( ) in Morrowind you are told by the guards that you have been told by the Emperor to go here then follow Casius' orders, and in Oblivion you are told to deliver the Amulet then save Martin.
In TES 5 I don't want to see like everything is burdened on me, I want a sense of the unknown and surprise.
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Allison C
 
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Post » Fri May 27, 2011 1:14 pm

You know who I want to freakin see, is Julianos and Dibella. Those two Aedra have barely anything lore-wise written on them. Those two get no attention at all.

Oh, and a concert hall. But don't have people playing in it. But at least put the building there. Ya know, an opera house or something. There is no mention of composers or opera singers in Tamriel. tisk tisk Surely they went to symphonies and operas.

Would everyone stop talking about Dagon and wanting him in TES 5, I've had enough Daedra for the time being.

Can't TES 5 have something to do with the politics of Tamriel, the Empire is not in place any more and maybe other Provinces want to take the land your character is in. Also I don't want to feel like I'm being chosen and it's my divine right to save the Province. Check my first post on this thread about TES 5 should start, if they used a way like that then they isn't a feeling that you have to do anything; In Arena your told by a spirit to go find this and that to make a staff, in Daggerfall you are chosen by the Emperor to avenge a noble and some other stuff happens (I haven't played Daggerfall yet :( ) in Morrowind you are told by the guards that you have been told by the Emperor to go here then follow Casius' orders, and in Oblivion you are told to deliver the Amulet then save Martin.
In TES 5 I don't want to see like everything is burdened on me, I want a sense of the unknown and surprise.

Damn good idea, BeggarSlave.
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lilmissparty
 
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Post » Fri May 27, 2011 6:59 pm

Actually i'd love it if there was no "BAD guy" but rather really to sides in a conflict. It would make it a lot more interesting trying to dicide which side to take and decissions more conflicting than "those - bad guys, kill them".


Yeah. There was no way to really sympathize with Jagar Tharn, who doesn't really have a clearly defined motivation for imprisoning Septim, other than greed of course, Dagoth Ur, who wanted to spread blight and corprus everywhere, or Lord Dagon, who killed Patrick Stewart and attacked Cyrodil for some reason I still am not entirely sure of. To make a story that focuses around a distinct moral conflict, where black and white begin to blend into a lovely little gradient, would certainly add a lot more flavor for TESV.

Would everyone stop talking about Dagon and wanting him in TES 5, I've had enough Daedra for the time being.

Can't TES 5 have something to do with the politics of Tamriel, the Empire is not in place any more and maybe other Provinces want to take the land your character is in. Also I don't want to feel like I'm being chosen and it's my divine right to save the Province. Check my first post on this thread about TES 5 should start, if they used a way like that then they isn't a feeling that you have to do anything; In Arena your told by a spirit to go find this and that to make a staff, in Daggerfall you are chosen by the Emperor to avenge a noble and some other stuff happens (I haven't played Daggerfall yet sad.gif ) in Morrowind you are told by the guards that you have been told by the Emperor to go here then follow Casius' orders, and in Oblivion you are told to deliver the Amulet then save Martin.
In TES 5 I don't want to see like everything is burdened on me, I want a sense of the unknown and surprise.


Yeah. To focus on larger scale political issues with no clear right answer (as opposed to: rescue the emperor because if you don't, this battlemage will fail miserably and create a dictatorship, or a divine conflict) would be the perfect way to create a game that isn't so morally plain.
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Pumpkin
 
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Post » Fri May 27, 2011 6:54 pm

Probably already been mentioned, but I'd really like to see hand-to-hand fleshed out a little more. It's been ridiculously underpowered in both TES 3 and 4.

I think it'd be neat if hand to hand was say, weaker overall, but allowed you to do more in melee combat as you got better at it. Anything from disarms, to ripping parts of your enemies armor off, to disabling parts of their body. Basically you would be trading the raw POWER of melee weapons for the control of HTH.
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Heather M
 
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Post » Fri May 27, 2011 12:56 pm

Probably already been mentioned, but I'd really like to see hand-to-hand fleshed out a little more. It's been ridiculously underpowered in both TES 3 and 4.

I think it'd be neat if hand to hand was say, weaker overall, but allowed you to do more in melee combat as you got better at it. Anything from disarms, to ripping parts of your enemies armor off, to disabling parts of their body. Basically you would be trading the raw POWER of melee weapons for the control of HTH.

I'd suggest something http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1022343&view=findpost&p=14801714 for H2H combat
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Phillip Brunyee
 
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Post » Fri May 27, 2011 6:43 pm

I'd suggest something http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1022343&view=findpost&p=14801714 for H2H combat


Our ideas on H2H combat are nearly synonymous. Multiple martial art styles adapted for H2H would really help it out... And it would play a bit into an idea I'm currently writing up.

Though, personally, I don't see why martial arts couldn't expand beyond H2H; certainly a different martial art style might be adapted for the katana than one for the longsword.
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Josh Sabatini
 
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Post » Fri May 27, 2011 7:52 pm

Our ideas on H2H combat are nearly synonymous. Multiple martial art styles adapted for H2H would really help it out... And it would play a bit into an idea I'm currently writing up.

Though, personally, I don't see why martial arts couldn't expand beyond H2H; certainly a different martial art style might be adapted for the katana than one for the longsword.

Well in the version i wrote the H2H styles are pretty much used like a weapon as they can be "equiped" to change between them. And since all weapons handle different this kinda is self explanitory.
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Thema
 
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Post » Fri May 27, 2011 9:36 am

I am reading other posts and thinking about my multi-player idea:

For my multiplayer idea you create a character with 2-6-8 or even 12 friends. Creating characters with friends would be optional. Characters would only 'live' in the world shared by the 2-6 friends, and not anyone else. This means it is not a MMO. Characters would not be notified of another character being 'online,' giving a surprising experience to to players that discover each other walking down a path. Now, your characters wouldn't have to be friends they could be mortal enemies even. Wouldn't it be an amazing experience to role-play a character who's best friend turned on him, killing his 'mother'? Or hide in the bushes and jump your friend? Make them pay for a service you can provide, like a robbery or assassination? If you are good a modder, you could make a plugin file for the world, adding different weapons, armor, and terrain. Some requirements of this idea might be creating larger worlds, to house the multiple characters. These worlds wouldn't have to have more towns or events, just more wilderness to explore.

In conclusion, the multiple-player idea provides an unique experience to role-play, different from single player, and different from a MMO.
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Lizzie
 
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