TES V Ideas and Suggestions # 140

Post » Fri May 27, 2011 9:54 pm

OK third time in a row but here's ANOTHER addition to the hair styles suggestion, since Argonians obviously wouldn't have facial hair http://img692.imageshack.us/img692/639/argonianconceptheaddeco.gif. For them it would either be spikes, fins or scales in those regions.
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Mandy Muir
 
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Post » Fri May 27, 2011 10:31 pm

That'd just be weird. They're lizards. Lizards don't have beards, and they don't need beards.
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Elisabete Gaspar
 
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Post » Fri May 27, 2011 8:11 am

That'd just be weird. They're lizards. Lizards don't have beards, and they don't need beards.


Not beards made out of hair... They could be more creative and make it some sort of scaley, spikey or even feathery beards...

http://blogs.answersingenesis.org/museum/pictures/bearded-dragon.jpg
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Far'ed K.G.h.m
 
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Post » Fri May 27, 2011 9:33 pm

That'd just be weird. They're lizards. Lizards don't have beards, and they don't need beards.

Uhm... you got something MAJORLY wrong, i didnt mean BEARDS i meant their head decorations... you know, as i wrote before "For them it would either be spikes, fins or scales in those regions"...
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J.P loves
 
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Post » Fri May 27, 2011 10:28 am

I has idea ^_^

I would love to see a "Tunneling" tool in the CS that allows for realistic caves, it would work similar to the landscape tool, but work sideways, and would allow pure awesomeness. I mean, if it's not possible, by all means kick me in the face and say no, just a suggestion ^_^ I just think it was kinda a let-down where I had to go through a door to get to a cave through TES.

PS. This doesn't have to cover the whole entire cave span. They could just create a smal indent in a mountain, and add an invisible door that changes cell to the inside of the cave when you touch it.

I think this all sounds majorly confusing, my brain is defective, so I rarely make sense :meh:
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Toby Green
 
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Post » Fri May 27, 2011 9:36 am

I has idea ^_^

I would love to see a "Tunneling" tool in the CS that allows for realistic caves, it would work similar to the landscape tool, but work sideways, and would allow pure awesomeness. I mean, if it's not possible, by all means kick me in the face and say no, just a suggestion ^_^ I just think it was kinda a let-down where I had to go through a door to get to a cave through TES.

PS. This doesn't have to cover the whole entire cave span. They could just create a smal indent in a mountain, and add an invisible door that changes cell to the inside of the cave when you touch it.

I think this all sounds majorly confusing, my brain is defective, so I rarely make sense :meh:


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.
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Mr. Ray
 
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Post » Fri May 27, 2011 5:22 pm

To expand a little on my previous magic post, I thought I might post a complete spell list for one of the skills, to give a fuller idea of what I'm picturing for progression. So, here's my idea for Alteration:

Alteration

I see Alteration magic as being the magic that deals with changing inanimate matter: levitation works by creating a cushion of air under the caster, waterbreathing transmutes water into air, and opening locks works by altering the tumblers in the lock.

The big thing that needs to happen with Alteration is to bring back the spells cut in the transition from Morrowind to Oblivion. Another thing to consider is any elemental-style magic that based on earth, air, or water, as I think they fit well here.

Spell List:

Novice
-Open Lock
-Lock
-Strengthen Weapon/Armor: reduces the amount of damage done to the item, basically increasing its durability.
-Burden
-Feather

Apprentice
-Slowfall
-Magic Armor: the Shield spells from the previous games renamed (I have another spell that I think is more appropriate for the name 'shield')
-Elemental Armor
-Disintegrate Weapon/Armor: I like it better here, compared to Destruction.
-Repair: repairs broken items. Only expert-level and higher spells can repair magical items, and each level of spell has a maximum amount of repairing it can do (so, an apprentice-level Repair spell can only restore an item to 25% of its total 'health').
-Water Walking

Journeyman
-Shield: this spell functions different from all other spells. Instead of mapping to the cast button, this spell maps to the block button, as though it were an actual physical shield (this, of course makes the two incompatible). When you block, it causes a disc of force to appear in front of you and block attacks (including offensive magic), while draining your magicka as long as you maintain it. If any of you have played the game Infamous, I'm basically picturing the shield ability from that game.
-Water Breathing
-Jump
-Push: hits an enemy with a blast of wind that sends them flying back and knocks them off their feet
-Root: causes the earth to rise up and trap an enemy's feet, preventing movement.

Expert
-Levitate
-Barricade: temporarily creates a low wall of earth in front of you that can act as both an obstacle and a shield.
-Trap: a spell, cast upon a patch of ground, that will cause a spike of stone to shoot up and spear anyone who crosses the effected area.

Master
-Fly: a very high-speed levitate that could be used for travel. However, taking any damage will knock you out of the spell, making it a poor choice in combat.
-Alter Weather: the most powerful alteration mages have the ability to reach the winds in the upper atmosphere and change the very weather, creating (or dispelling) fog, rain, snow, or whatever weather is appropriate for the region. This spell has a cooldown time on it, as even the most powerful mage can't repeatedly do this all willy-nilly.
-Earthquake: causes a localized earthquake that knocks everyone on the ground in the area of effect off their feet, except for the caster.
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Jessica Stokes
 
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Post » Fri May 27, 2011 7:50 am

What i mean by armour materials is you have ebony, steel, leather etc.... Instead of light consisting of leather, chainmail, etc and heavy consisting of ebony, steel and daedric...Why not have them as materials to make light, meduim and heavy armour? You could have 3 variations of every armour in the game like light ebony, heavy leather as so fourth. The armourer skill could include the fabrication of such armours and as your skill increased you could build better armour? How sweet would it be to have a light daedric armour where weight wouldn't be as big an issue...First post but have been an avid reader and would appreciate any comments
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Floor Punch
 
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Post » Fri May 27, 2011 8:38 am

I would like to see things in the CS/game to have a 'bottom.' Like a building has an open section where, if you look at it right, you see right through it.

This doesn't include Interior static, just exterior static, and static objects like boulders.

Example where this would help:
If you made a flying city out of draneic ruins (like I tried once :) ) it would look glitchey.
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sarah simon-rogaume
 
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Post » Fri May 27, 2011 6:08 pm

What i mean by armour materials is you have ebony, steel, leather etc.... Instead of light consisting of leather, chainmail, etc and heavy consisting of ebony, steel and daedric...Why not have them as materials to make light, meduim and heavy armour? You could have 3 variations of every armour in the game like light ebony, heavy leather as so fourth. The armourer skill could include the fabrication of such armours and as your skill increased you could build better armour? How sweet would it be to have a light daedric armour where weight wouldn't be as big an issue...First post but have been an avid reader and would appreciate any comments


good idea
also they should consider having different qualities of each armor, such as petty steel armor that doesnt look as nice or offer as much protection as master steel armor, and you could only find certain qualities of armor in certain places, for example you couldnt find a master quality armor in a little run down fishing village.
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Daddy Cool!
 
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Post » Fri May 27, 2011 9:20 am

I would like to see things in the CS/game to have a 'bottom.' Like a building has an open section where, if you look at it right, you see right through it.

This doesn't include Interior static, just exterior static, and static objects like boulders.

Example where this would help:
If you made a flying city out of draneic ruins (like I tried once :) ) it would look glitchey.

Have a http://www.uesp.net/w/images/images.new/c/c4/Fishystick.jpg
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Isaac Saetern
 
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Post » Fri May 27, 2011 10:37 am

good idea
also they should consider having different qualities of each armor, such as petty steel armor that doesnt look as nice or offer as much protection as master steel armor, and you could only find certain qualities of armor in certain places, for example you couldnt find a master quality armor in a little run down fishing village.



I like the quality idea, mixed with all the differnt mateials that make up armour the issues people had with oblivion having so little options you be able to have tons of armour types without having to really create anything new. And you couldn't fabricate master armour yourself untill you became a master armourer?
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Allison Sizemore
 
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Post » Fri May 27, 2011 10:41 am

To offer an alternative magic idea to Mirander's:

You can attempt to cast any spell, so long as you have the magicka. However, each spell has a calculated (or assigned) minimum level for success. You CAN succeed below it, but once you hit the level, your failure rate will be 0 except in exceptional circumstances. Like maybe if you have 0 fatigue or the spell costs your whole magicka AND your fatigue is < 50%. Or something. That can be adjusted.

All effects are available at all times (although some are so demanding as to be useless)

Novices can see spell cost.
Apprentices can see what "tier" the spell is in... within a school. So if a spell includes "Fortify Magicka", "Restore Health", "Shield", and "Fire Damage on Touch" effects, an Apprentice of Destruction can tell you that you need to be an Apprentice of Destruction to "sure fire" on the fire damage... but is that level 25 or level 49? You don't know for sure.
Journeymen get an exact mastery level (numeric) and a percent chance if below it.
Experts get the option to "safe cast" any spell, for reduced effect but 0 chance of failure. (So you can cast that 200 fire damage on target spell, but it does 97 damage because 98 would fail sometimes still) Safe casting would be a toggle: you can turn it off between casts, but you can go from spell to spell without having to reenable it.
Masters cannot fail except for spells above their level, and that failure rate is greatly reduced.
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мistrєss
 
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Post » Fri May 27, 2011 11:08 am

I like the quality idea, mixed with all the differnt mateials that make up armour the issues people had with oblivion having so little options you be able to have tons of armour types without having to really create anything new. And you couldn't fabricate master armour yourself untill you became a master armourer?

...Although there should only be ONE quality of Daedric, and only one. Perhaps light, medium, and heavy types, but only one QUALITY. It's demon-infused ebony. You [censored] it up there'll most likely not be another in the whole province to replace it with! Hell, Daedric should be a quality of armor exclusive to ebony. Other'n that, it'd be great! :)
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Megan Stabler
 
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Post » Fri May 27, 2011 7:32 am

I love both ideas for armor on this page. I've always wanted different levels of quality in armor. Steel armor is mundane, but how about some well-decorated and prestigous steel armor? Of course, higher level armors like Daedric and Ebony and Glass might start out great, and the upper levels just magnificent.

I can imagine the normal Daedric armor being worn by Dremora's, but then the highest echilon of Daedric Armor being suitable for Dagon himself. Of course, getting it would be harder than going through hell and back.

Morrowind ALMOST had this. They had cheap Imperial Armor and better Imperial Armor up to Duke's guard. I also imagined Nordic Ringmail being a lame version of Nordic Mail on Solthsiem.
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Shelby McDonald
 
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Post » Fri May 27, 2011 10:06 pm

I love both ideas for armor on this page. I've always wanted different levels of quality in armor. Steel armor is mundane, but how about some well-decorated and prestigous steel armor? Of course, higher level armors like Daedric and Ebony and Glass might start out great, and the upper levels just magnificent.

I can imagine the normal Daedric armor being worn by Dremora's, but then the highest echilon of Daedric Armor being suitable for Dagon himself. Of course, getting it would be harder than going through hell and back.



Exactly what i was thinking. Having a one of kind elite daedric armour or well decorated steel armour for a knight that either you quest for or quest to get materials and (runes) to decorate steel armour? Similar to brusef amelions armour? one of a kind?
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Phillip Brunyee
 
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Post » Fri May 27, 2011 7:12 pm

Exactly what i was thinking. Having a one of kind elite daedric armour or well decorated steel armour for a knight that either you quest for or quest to get materials and (runes) to decorate steel armour? Similar to brusef amelions armour? one of a kind?

OK, fine. If you have to kick Dagon's ass (payback time, you bastard) to get Transcended Daedric Armor, then fine.

What I'm saying is that there shouldn't be poor quality (Lesser) Daedric, as no such thing could even exist, seeing as lesser Daedra are already used in the creation of Daedric Armor.
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Sammygirl500
 
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Post » Fri May 27, 2011 9:58 am

OK, fine. If you have to kick Dagon's ass (payback time, you bastard) to get Transcended Daedric Armor, then fine.

What I'm saying is that there shouldn't be poor quality (Lesser) Daedric, as no such thing could even exist, seeing as lesser Daedra are already used in the creation of Daedric Armor.


Agreed!!! I've also read a post where someone said it would be awesome if you could of instead doing mundane quests for the daedric princes' you could actually enter there realm of oblivion and maybe obtain there gear. (STEAL) Such as hircine and saviors hide.... Boethia and goldbrand and ebony mail... but it could be just to obtain the highest (quality) of armour a weaponry???

Although the mundane quests are sometimes fun....
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Dark Mogul
 
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Post » Fri May 27, 2011 10:22 am

I definately agree. Daedric armor itself should be nearly impossible to get. It should be close to Morrowind, in that you have to either A.) Brave the toughest places in the entire province to gather it, piece by piece, or B.) Kill the most powerful NPC, who is a 500 year old super-wizard.

I think that should be the quest for the uber-Dagon "Trancended Daedric Armor," while lesser forms of Daedric (as in, Oblivion daedric) should be found on the toughest Dremora captains and such, while there can be a few pieces scattered across age-old dungeons that are tough as hell to endure through.

I also imagine, for instance, Bolvyn Venim, to be one of the guys who would be wearing a higher-level ebony set. You know, just an example.

Then for steel, yeah, you can quest to find material to both decorate and strengthen the armor. It can get like Amelion's set, or even like the Knights of the Nine set.

This kind of stuff would just add alot of depth and adventure and customization. I hope some level of it makes the cut into the game.
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jeremey wisor
 
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Post » Fri May 27, 2011 9:27 am

Just thinking here, what if in TES 5 you are given the MQ by the actually gods and eventually with their special Armour and weapons you have to kill Dagon in a one-on-one fight, you would be made huge by the Nine Divine of course to achieve this but with the special gear you can finally kill him and the Jygallag could take over his realm and replace Dagon.

Just a raw Idea
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Miguel
 
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Post » Fri May 27, 2011 11:49 am

I definately agree. Daedric armor itself should be nearly impossible to get. It should be close to Morrowind, in that you have to either A.) Brave the toughest places in the entire province to gather it, piece by piece, or B.) Kill the most powerful NPC, who is a 500 year old super-wizard.

I think that should be the quest for the uber-Dagon "Trancended Daedric Armor," while lesser forms of Daedric (as in, Oblivion daedric) should be found on the toughest Dremora captains and such, while there can be a few pieces scattered across age-old dungeons that are tough as hell to endure through.

I also imagine, for instance, Bolvyn Venim, to be one of the guys who would be wearing a higher-level ebony set. You know, just an example.

Then for steel, yeah, you can quest to find material to both decorate and strengthen the armor. It can get like Amelion's set, or even like the Knights of the Nine set.

This kind of stuff would just add alot of depth and adventure and customization. I hope some level of it makes the cut into the game.


I think it would also make all the people who've complained about the armour in oblivion being boring/not enough variences happy and make some really difficult quests that you couln't do till you were a high level...give you a reason and objective for high level characters
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Adam
 
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Post » Fri May 27, 2011 10:59 am

Personally, I'll be pissed if Bethesda can't reach into their sleeves and pull out a different plot. Having Dagon as the bad guy again would be terrible, but that's just IMO.

Mostly because I think Dagon's awesome and I want to do a quest for him and be able to chill with his servants rather than be forced to allign against them.

As for our little ideas for armor. I think that armor collections would be so much more intense as well. I always have armories with everything from leather and iron to ebony and glass, but Oblivion made it WAY to easy to do it. I had a house in Morrowind that had nearly every cuirass in the game, even the unique ones, and I always loved to check it out and get the sense of accomplishment as an adventurer. Never really got that in OB.
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Elizabeth Lysons
 
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Post » Fri May 27, 2011 7:58 am

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.


[this is a complilation of ideas ive had, i dont know if they've been said already or not but here they are, and constructive criticism only please :)]

EDIT: i love the daedric armor idea up ^there^, i was kinda disappointed that i had a full set of daedric armor at level 20 somthing in OB when to this day i havent had a full set of daedric armor in MW and ive been playing for 5 years.

i agree entirely, i know im going to get yelled at by some one who is a die hard beth fan and dispises bioware, but i would really like to see the choice making factor that is present in bioware games ,like mass effect and kotor, to be present in TES:V and on the point of siding with the good or bad guys, it wouldnt nessesarily have to be good or bad, you could still fight for the empire but in a way that could differ for instance you can either go and destroy a village that is harboring spys or root the spys out through an investigation and then take them to prison, both come out to the same result, the spys arent there anymore, but this result could be achieved in multiple ways, and with each way theres an out come, not a major one but still an outcome. for example some side quests may be lost since you destroyed the village and some may be gained because some faction sees that your ruthless enough to join them. and also inclde more than one major NPC, so if you choose the bad path(destoying the village) you gain influence with one but lose influence with another. and on the comment about being one of three characters, i think beth just need to branch out with nuetral characters such as joint classes that are for example, proficient in both combat and magick but not as proficient in either one as someone who is proficient in just magick or combat. and also have skills that are restricted to certain classes, for example you dont normally see a mage going around toting a warhammer, and you dont see a warrior using the unarmored skill, and i know this makes it were it takes away from the point of customization and the "i can be what i want to be factor" but i would force players to branch out and play as different classes and custom char builds. also i think that they should bring back the difficulty in advancing in guild that contradicts your char build like in MW, because in OB i found that even as playing as an assassin i could easily advance to the top of the mages guild or fighters guild. it made making a "super char" easy and i found that completing quest in OB wasnt very hard once you got to about level 25. i also think they should increase the leveling list in TESV for example the player wouldnt get daedric weapons until level 35. it would make playing the game alot more fun and give the feeling that you have to go that extra mile to get something but when you get it, its well earned, for example i had a daedric dai katana in MW at level 6, from killing the guy in the guard tower at the dren plantation. and i know this is a special circumstance because it wasnt a leveled NPC but it completely ruined the feeling of acomplishment that i had when i first played MW and finding a steel claymore at level 8 was so awsome that i had to go tell everyone. and id also like beth to include a maximum limit on chameleon/shield/reflect magnitude when enchanting, i found it entirely to easy to do quests and get away with things when no one could see me. and on that note quests should be alot longer and more challenging in TESV, like the ultimate hiest quest in OB. all in all i think beth should make TESV more difficult but only in a way that makes the player want to keep treking through that ruin to find the artifact at the bottom or not be able to go and beat the arena in one day, but have to do it over the cousre of the game, and really feel accomnplished at the end of a quest and not the normal ok im finnaly done with that crap now weres my gold feeling.
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Amy Melissa
 
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Post » Fri May 27, 2011 2:52 pm

Just thinking here, what if in TES 5 you are given the MQ by the actually gods and eventually with their special Armour and weapons you have to kill Dagon in a one-on-one fight, you would be made huge by the Nine Divine of course to achieve this but with the special gear you can finally kill him and the Jygallag could take over his realm and replace Dagon.

Just a raw Idea


I like the MQ idea being tied to one or all or some of the daedric princes only thing is with these new books or book just being released you'd have to tie in tes lore so that there isn't any holes in story and plot
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Wayne W
 
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Post » Fri May 27, 2011 7:46 am

Personally, I'll be pissed if Bethesda can't reach into their sleeves and pull out a different plot. Having Dagon as the bad guy again would be terrible, but that's just IMO.

Mostly because I think Dagon's awesome and I want to do a quest for him and be able to chill with his servants rather than be forced to allign against them.

As for our little ideas for armor. I think that armor collections would be so much more intense as well. I always have armories with everything from leather and iron to ebony and glass, but Oblivion made it WAY to easy to do it. I had a house in Morrowind that had nearly every cuirass in the game, even the unique ones, and I always loved to check it out and get the sense of accomplishment as an adventurer. Never really got that in OB.


You could go as far as if you did one daedric prince quest say for boethia you couldn't do dagons because maybe they are fighting. or instead of levelled daedric quest make them levelled to a skill where as to do hircine you needed a level 80 in polearms/spears??? so when you actual acheive an artifact its actually worth something.

like getting an elite daedric curiss...only one in game or a rare material to make certain armour
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Jessica Thomson
 
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