TES V Ideas and Suggestions # 141

Post » Sat May 28, 2011 1:57 am

On topic about the whole quest-marker, compass etc. I think that what we need is not to take away the quest-marker, but to add more stuff (bear with me!)

I say we make the quest-compass optional, easy to toggle on and off from the esc menu (or whatever it's called) then we have that whole problem with the compass...this means that for all compass users, the game should supply sufficient information for your task, no more mystical diaries that know everything (should be toggled too)

I don't think the omniscient journal should be toggleable: that means there'd have to be two editions of the journal, meaning more writing for the writers, meaning less time spent on fleshing out the lore. With a toggle-able quest marker, the situation becomes significantly better, so the journal is almost overkill, in my opinion. Still, I agree with the toggle-able quest marker. I just want a journal that gives you some hints, not out-right tells you everywhere to go.
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Zualett
 
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Post » Fri May 27, 2011 10:58 pm

Hmmm....well how about not having the whole pop-ups ordeal whenever i learn something about the quest, oh and by toggleable, i meant no journal at all, you would have the quest name and thats it, you would have an option to write your own notes like most people, but the journal notes would be just blocked, like invisible or something, and you could bring them back by pressing a button or something, no second set of journals.

But the notes thing should still be there either way, maybe with the option to take quotes too like in morrowind.
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ONLY ME!!!!
 
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Post » Fri May 27, 2011 11:00 pm

When it comes to the quest marker, I don't think it necessarily needs to be cut, it just needs to be toned down a bit.

Let's say you get a quest to go retrieve some trinket from a dungeon. Having the quest giver say "let me mark it on your map," and giving you a quest marker leading to the dungeon entrance would be fine with me, hell it's even somewhat realistic; it's when you then get a marker leading you through the entire dungeon to the trinket's exact location that it gets excessive.
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Cody Banks
 
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Post » Fri May 27, 2011 3:50 pm

When it comes to the quest marker, I don't think it necessarily needs to be cut, it just needs to be toned down a bit.

Let's say you get a quest to go retrieve some trinket from a dungeon. Having the quest giver say "let me mark it on your map," and giving you a quest marker leading to the dungeon entrance would be fine with me, hell it's even somewhat realistic; it's when you then get a marker leading you through the entire dungeon to the trinket's exact location that it gets excessive.


Good point, it was sort of useless in oblivion anyway, the dungeons were so linear that there really wasn't a direction you could go to other than front and back, no real need for a marker.
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Alba Casas
 
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Post » Sat May 28, 2011 12:57 am

When it comes to the quest marker, I don't think it necessarily needs to be cut, it just needs to be toned down a bit.

Let's say you get a quest to go retrieve some trinket from a dungeon. Having the quest giver say "let me mark it on your map," and giving you a quest marker leading to the dungeon entrance would be fine with me, hell it's even somewhat realistic; it's when you then get a marker leading you through the entire dungeon to the trinket's exact location that it gets excessive.

http://www.gamesas.com/bgsforums/index.php?showtopic=1044483&st=130&p=15187288&#entry15187288

One thing though, having hint based navigation AND the quest compass, despite waht others say, DOES work very well together. The only thing that needs to be done is that they DO actually put hints into the game.
Oblivion simply wouldn't have worked without the quest compass because they didn't put any hints how to find your destination in the game and NOT becuase of the quest compass itself people just quickly jump on think it was the problem itself.

So there should be hint based ways of finding your way around, this can very well be flexible like NPCs saying "it's about that direction from here" or where you look for a person telling you where he lives, where he works or where he's USUALLY at the current time.
However i have abo[censored]ely no problem for the marker giving you a compass needle when you EXACTLY KNOW where something is, it just cuts having to look on your map over and over again.
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Petr Jordy Zugar
 
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Post » Fri May 27, 2011 9:56 pm

...Oblivion simply wouldn't have worked without the quest compass because they didn't put any hints how to find your destination in the game and NOT becuase of the quest compass itself...

Which could have been fixed by omitting the quest compass and having non-player characters give directions instead. There is absolutlely no reason why the quest compass needed to be included in Oblivion. If Bethesda includes it in The Elder Scrolls V, I am not going to be happy.

I just thought of something. Give us the ability to delete unwanted spells from the list. I hate scrolling through a one-mile-long list just to get to one spell.
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Syaza Ramali
 
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Post » Sat May 28, 2011 1:53 am

More schools of magic. Well just split up conjuration.

Conjuration should be daedra.
Necromancy should be undead.


HOW MANY TIMES DOES SOMEBODY GET NECORMANCY ND CONJURATION CONGUSED!!!!!

Necromancy is the animating of a dead body or the trapping of a soul. Conjuration is the act of teleporting something that exists somewhere else to your location for a set time period or until they are about to die. When you Conjure a zombie or the like, your are simply taking a zombie from a random cave and having it fight for you, where as to necromance a Zombie you'd have to bind it's joints with leater/steel, assemble all the body parts, and cast an Animate body spell (one that would last until the creature was destroyed again.
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megan gleeson
 
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Post » Fri May 27, 2011 6:54 pm

First of all, is there an official statement that says that they will make a TES V ??
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Robert Garcia
 
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Post » Fri May 27, 2011 5:16 pm

Here some things I thought of, and one of them I had an idea from the book.

Combat: You cannot change equipment in the middle of combat. Now, what if your weapon breaks or gets ripped away from your hand? In addition to a primary weapon, we should be able to carry a second weapon to pull out when a situation arises that our primary weapon fails to work. And the secondary weapon doesn't have to be a dagger or anything, just another weapon to be able to pull out.

Stealth: light armor classed armor, cloth, and being naked are the only armor types that do not give you a penalty in stealth. You can only change armor while undetected, however changing into medium and heavy armor types will cause noise. Medium (chain) and heavy (plates) increasingly give you a stealth penalty, due to metallic plates and chains causing too much noise than light armor, cloth, and being naked. In addition, the skill to backstab is brought back. What this skill does is increase your critical damage as the skill increases, and also the skill rises, the chance of performing a throat slit increases, which is an instant kill. Failing to slit someone's throat will either cause them to smack you back, run away and sound the alarm, or fight back. Further more, slitting a persons throat while they are sleeping will always result in an instant kill, because the person is sleeping and completely unaware and not on guard.

Alchemy: This is where the book gave me an idea. In order to exactly know what an incrediant does, you have to either perform wortcraft (eating the ingredient) or virtue tests. Wortcraft is not as good to reveal what an ingredient does, and at best may reveal the item has restoration/alteration/illusion properties, but nothing specific. Virtue tests are much better at revealing what an ingredient does, and will provide specifics, depending on how much of a skilled alchemist one is. Furthermore, alchemical ingredients when mixed and not fully explored, those properties that haven't revealed themselves will end up being (?), while the properties that have been revealed will be known.
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cassy
 
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Post » Fri May 27, 2011 1:03 pm

On topic about the whole quest-marker, compass etc. I think that what we need is not to take away the quest-marker, but to add more stuff (bear with me!)

I say we make the quest-compass optional, easy to toggle on and off from the esc menu (or whatever it's called) then we have that whole problem with the compass...this means that for all compass users, the game should supply sufficient information for your task, no more mystical diaries that know everything (should be toggled too)

No. I am vehemently opposed to toggling any major, or hell, even minor, gameplay mechanic. It is bad development if a game developer creates a game as complex as this and can't decide on a design that makes most people happy.

Personally, I believe the issue with the compass was that it lacked variance. In some quests, where the player was supposed to be looked for something in an area, the compass pointed straight to it. Instead, it should have a circle on the map, in which the object could be anywhere within that circle. On the compass itself it would be a green horizontal line, which would expand to cover the entire compass when you were within the boundaries of the circle.

This way, if an objective's location is known, it can be directly pointed to. It it isn't known, you won't get any marker. If the general location is known, you will receive a circle. Simple, easy, makes perfect sense, and allows quests that make the player search for something exist while still being able to use the compass to aid directionally challenged players.

HOW MANY TIMES DOES SOMEBODY GET NECORMANCY ND CONJURATION CONGUSED!!!!!

Necromancy is the animating of a dead body or the trapping of a soul. Conjuration is the act of teleporting something that exists somewhere else to your location for a set time period or until they are about to die. When you Conjure a zombie or the like, your are simply taking a zombie from a random cave and having it fight for you, where as to necromance a Zombie you'd have to bind it's joints with leater/steel, assemble all the body parts, and cast an Animate body spell (one that would last until the creature was destroyed again.

You can not tell me with a straight face that conjuring undead is anything more than a cheap gameplay backdoor so that the devs would not have to take the time to make a specific necromancy skill. In addition, there is very little, if almost no, lore information on conjuring undead.

I don't care if they still allow conjurers to summon undead, but damn it I want the ability to have a permanent mindless slave to do my bidding and not disappear at a crucial moment.
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The Time Car
 
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Post » Sat May 28, 2011 1:29 am

I'm all for complex skill trees, but can I ask why Speechcraft and Barter aren't one skill? The former being completely useless due to Bethesda's lack of interesting dialogue choices.

In a different line of thought, I don't have anything against compasses, or maps, for that matter. But they should be bought. Much like the journal that should be written (also bought).
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Mason Nevitt
 
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Post » Fri May 27, 2011 10:12 am

Much like the journal that should be written (also bought).

Journal is standard issue in the prison system, so those naughty inmates have plenty of time and paper to think about what they've done (whatever the hell it was that they did...).
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Benji
 
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Post » Fri May 27, 2011 3:56 pm

No. I am vehemently opposed to toggling any major, or hell, even minor, gameplay mechanic. It is bad development if a game developer creates a game as complex as this and can't decide on a design that makes most people happy.

Personally, I believe the issue with the compass was that it lacked variance. In some quests, where the player was supposed to be looked for something in an area, the compass pointed straight to it. Instead, it should have a circle on the map, in which the object could be anywhere within that circle. On the compass itself it would be a green horizontal line, which would expand to cover the entire compass when you were within the boundaries of the circle.

This way, if an objective's location is known, it can be directly pointed to. It it isn't known, you won't get any marker. If the general location is known, you will receive a circle. Simple, easy, makes perfect sense, and allows quests that make the player search for something exist while still being able to use the compass to aid directionally challenged players.


That didn't work so well in Borderlands. They gave you a map marker in the general area, but 100% of the time one of the things you had to find were so well hidden it just got frustrating. :shrug:

You can not tell me with a straight face that conjuring undead is anything more than a cheap gameplay backdoor so that the devs would not have to take the time to make a specific necromancy skill. In addition, there is very little, if almost no, lore information on conjuring undead.

I don't care if they still allow conjurers to summon undead, but damn it I want the ability to have a permanent mindless slave to do my bidding and not disappear at a crucial moment.


I would love some a true necromancer skill that I didn't have to get a mod to use. What could be more fun than killing a guard, and then reviving him to help you fight the other guards? Obviously they would need to make other spells than that though.
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Soph
 
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Post » Fri May 27, 2011 7:46 pm

Journal is standard issue in the prison system, so those naughty inmates have plenty of time and paper to think about what they've done (whatever the hell it was that they did...).

wat
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keri seymour
 
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Post » Fri May 27, 2011 1:58 pm

The one thing I wanted most in Oblivion was to be able to learn the spells I used scrolls for. I know you aren't actually reading the scroll, but when I think of a scroll, I think of something containing valuable information, such as how to learn a spell. I guess if they did put this in the game they would have to make scrolls much rarer though.
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Jhenna lee Lizama
 
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Post » Sat May 28, 2011 1:41 am

@Hellmouth, I gotta disagree with you on the stealth part of your post, a stealth attack with a dagger should always result in a slit throat, it doesnt take alot of skill to slit someones throat anybody can do it *creepily admires a pile of bodies stacked in my room*
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Syaza Ramali
 
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Post » Sat May 28, 2011 1:38 am

Which could have been fixed by omitting the quest compass and having non-player characters give directions instead. There is absolutlely no reason why the quest compass needed to be included in Oblivion. If Bethesda includes it in The Elder Scrolls V, I am not going to be happy.

I wouldn't want the quest compass to be removed entierly but simply making it less necessary, partly it can even be integrated better.
As mentioned in my post for finding someone for example. Noticing some specific persons face is hard on a computer screen, there, if you look for a certain person, he could be highlithed on your mini map (hoping there will be a option for one again) since you CHARACTER can see that person. And no this is NOT because "he has a magic map" but because he can SEE that person and relate to where that person is, similarly the mini map is what the character imagines in his head.

Actually the imagining in his head part can be aplied to a lot, there are tons of people who nag about the on screen displays... well the character can FEEL if he's exhausted, he can FEEL if he's hurt and he can probably FEEL something about how much magic he can use, the player CAN'T. And since games can only show you something visually or by sound the best way is to have a display.
I still know people don't want to see them all the time but it MUST give us something we can relate health, fatigue or remaining magic on. Call of Cthulhu: Dark corners gave us visual effect slike the colors fading out, the character panting or shaking but i can already see people complainign about THAT too.


Well back about the compass, while a lot could be fixed by just having better directions sometimes it IS just less frustrating to be completely lost. Hell in Morrowind i wished there was something that at least pointed to the right quarter of the whole ISLAND sometime (Cavern of the Incarnate, do i need to say more?). Again as i wrote in my post (and linked to) it shouldn't be that the compass points to the EXACT location but narrows the location DOWN slowly by gathering info. After all if someone says "It's in town X" it will just point to town X" but if yomeone says "It's in town X, street Y, house number Z on the bottom floor in the topmost drawer of the kitchen cupboard directly right of to the fireplace" WHY shouldn't it have an option to exactly point a marker there, HELL you know where it is, there's no mystery that has to be hidden.

And i will stay to this, QUEST COMPASS OPTIONAL PLUS BETTER DIRECTION, NOT ONE OR THE OTHER!

PS: If i HAD to chose i'd say "better directions" but i will still keep my opinion on BOTH and better integrated... some EFFORT damnit, from both the devs and people here.
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Juanita Hernandez
 
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Post » Fri May 27, 2011 11:51 pm

I want a hand held magic compass, that actually points at things. not on the UI.

Or perhaps Divining Sticks. I forget what theyre called.
http://i.dailymail.co.uk/i/pix/2009/02/23/article-1152878-03A2D5DE000005DC-228_468x286.jpg

When I was a boy I was told they were evil witchcraft.
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Natalie Taylor
 
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Post » Sat May 28, 2011 1:13 am

I want a hand held magic compass, that actually points at things. not on the UI.


That was far too annoying in Far Cry 2. I hated having to stop what I was doing just to look at my map and compass. Totally immersion breaking.
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Michael Korkia
 
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Post » Fri May 27, 2011 9:38 am

I loved it, and I thought i added to the immersion greatly. In real life you dont have a compas stuck to your eyes (UI).

I think your confusing immersion with something else.
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Iain Lamb
 
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Post » Sat May 28, 2011 2:04 am

That was far too annoying in Far Cry 2. I hated having to stop what I was doing just to look at my map and compass. Totally immersion breaking.

This is exactly the reason why i want the mini map back, it's just annoying having to go to your inventory all the time, especially since you couldn't have the map up all the time but always had to klick back and forth between that, your inventory, skill list or the journal. It just broke the flow of the game

I loved it, and I thought i added to the immersion greatly. In real life you dont have a compas stick to your eyes (UI).

Yes but you can IMAGINE where to go, how about the character simply IMAGINES the compass.
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Cedric Pearson
 
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Post » Fri May 27, 2011 3:24 pm

I dont imagine a compass, sorry. If I want to find out where I am I just wander aimlessly untill I find a road or something interesting.
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Conor Byrne
 
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Post » Fri May 27, 2011 6:05 pm

I loved it, and I thought i added to the immersion greatly. In real life you dont have a compas stuck to your eyes (UI).

I think your confusing immersion with something else.


No, I'm not. Immersion is playing the game without interruption and being absorbed in what's going on in the game. If I have to stop driving in Far Cry 2 to pull out my map just to know where I'm going, I am not immersed.
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CHANONE
 
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Post » Fri May 27, 2011 2:38 pm

Immersion is:

being absorbed in what's going on in the game.

Yes.

playing the game without interruption

No.


On a side note; I have a freind who loves Unreal Tournament but hate STALKER, because she loves constant action and just wants to shoot everything.
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Brιonα Renae
 
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Post » Fri May 27, 2011 9:54 pm

Yes.


No.


Ever hear of an opinion?
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Ymani Hood
 
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