TES V Ideas and Suggestions # 141

Post » Fri May 27, 2011 1:26 pm

Welcome to TES V Ideas and Suggestions # 141

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition:


http://www.gamesas.com/bgsforums/index.php?showtopic=1023937
http://www.gamesas.com/bgsforums/index.php?showtopic=1025326
http://www.gamesas.com/bgsforums/index.php?showtopic=1026491
http://www.gamesas.com/bgsforums/index.php?showtopic=1027877
http://www.gamesas.com/bgsforums/index.php?showtopic=1028435
http://www.gamesas.com/bgsforums/index.php?showtopic=1029965
http://www.gamesas.com/bgsforums/index.php?showtopic=1031535
http://www.gamesas.com/bgsforums/index.php?showtopic=1032326
http://www.gamesas.com/bgsforums/index.php?showtopic=1034439
http://www.gamesas.com/bgsforums/index.php?showtopic=1036286
http://www.gamesas.com/bgsforums/index.php?showtopic=1038148
http://www.gamesas.com/bgsforums/index.php?showtopic=1041304
http://www.gamesas.com/bgsforums/index.php?showtopic=1044483
http://www.gamesas.com/bgsforums/index.php?showtopic=1048173
http://www.gamesas.com/bgsforums/index.php?showtopic=1051579
http://www.gamesas.com/bgsforums/index.php?showtopic=1054161
http://www.gamesas.com/bgsforums/index.php?showtopic=1056032
http://www.gamesas.com/bgsforums/index.php?showtopic=1057095
http://www.gamesas.com/bgsforums/index.php?showtopic=1057491
http://www.gamesas.com/bgsforums/index.php?showtopic=1058753
http://www.gamesas.com/bgsforums/index.php?showtopic=1059919
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kirsty williams
 
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Post » Fri May 27, 2011 10:17 pm

fire damage should leave a burn mark after it hits
ice chould leave limbs numb and blackened
electric - see fire
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Minako
 
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Post » Fri May 27, 2011 10:07 pm

Can someone put Rhekarid's post for enchanting Daedric back up? I'm not done discussing that, and I can't figure out how.
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Darrell Fawcett
 
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Post » Fri May 27, 2011 11:14 am

Can someone put Rhekarid's post for enchanting Daedric back up? I'm not done discussing that, and I can't figure out how.


Here you go.

I actually have that in my own giant spell effect list:
-Create Daedric Item: The source of most daedric equipment in the world, this process can provide powerful equipment but is very difficult. Creating a daedric item involves an advanced ritual and the materials needed to make the item, and the time of year effects results depending on the plane of Oblivion being accessed for the daedric soul. Only skilled mages can create such items at all, and only the most powerful archmages can make daedric equipment of comparable strength to the "pure," temporary bound items. This process is not made easier by faction relations, and may even harm them. Likewise, the quality of the materials will affect the outcome.

Part of the idea involving different planes of Oblivion is that I feel there should be different types of Daedric items. All we ever see is the spiky red "evil" stuff worn by Dremora, when there are supposedly countless types of Daedra. Wouldn't the stuff Golden Saints wear qualify as "Daedric?" Ideally there might be not only different varieties in appearance, but in stats, and what they do. The known type from Mehrunes Dagon's realm might be incredibly hard, while another is virtually weighless or supernaturally sharp. Some might do a unique damage type that enemies won't have resistances against. A blade from Mephala's realm might do a bonus to sneak attack damage. So on and so forth. For a player to make the best-quality Daedric of any kind they'd need extremely high magic skill, as well as the finest quality base materials (which could also vary depending on the desired plane), which would probably require equally high skills in other areas, either to make the stuff themselves or acquire it some other way. Even then it might not work out in your favor due to the difficult nature of forcing powerful beings into this shape (the results could be an invisible value attached to the base material, making the player unable to just reload until it works). Preferably, skill-gaining would be much slower, too. In the end, creating a full suit of such equipment of the best quality would be just as near-impossible as simply finding it, since the right materials would be rare and/or expensive and you'd want to get your work done under a certain star.

Something I've suggested in the past, which is related to equipment, is the idea of giving a quality value to all (or most) items. That could effect not only how good it is, but what state it's in. Say items all have a standard 1-100 quality range. An apple might have 100 when it's picked, but gradually decrease over time and eventually become rotten. A piece of artwork's quality could directly reflect its value and the skill in its creation. That won't decrease over time, but even the smallest amount of damage could drop it to nothing. A piece of equipment, likewise, would have a quality level based on the crafting skills of whoever made it. Your 40 quality steel longsword would probably be a pretty typical item obtained in any common store. After using it for a while its durability falls, but since your relevant skills are low, the quality drops to 38 when you repair it. A person could only repair an item up to a quality level equivalent to their skill (only, say, 10 points above its original level, so you can't just hammer any random crap into a masterpiece). The same, if you had a masterwork sword, you'd need to either be a master yourself, or take it to the same smith or someone just as good to give it a repair job that does it justice and keeps the edge as good as new.

The same quality levels could mean different things for different types of Daedric equipment. One might not drop in quality and would lose durability very slowly, but would take a smith who's also very skilled in enchantment to work on it. Quality could also effect those negative side effects (penalties, damage, etc.). Daedric items made with lesser skill would still be powerful and rare, but still wouldn't compare to the very best without it having to be an overpowered difference. That, too, is something I'd like to see with all this. I want Daedric items to be powerful, rare, and hard to find or get. What I don't like so much is having a clear, obvious "best" item that every high level character ends up using. I'm tired of characters that are all the same in the end. Having a greater variety alongside combat being more tactical and focusing on "what attack types are more/less effective against what defenses" instead of simply "bigger numbers" would make things a lot more interesting.

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Donald Richards
 
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Post » Fri May 27, 2011 5:32 pm

TES4 felt scaled down. Dont get me wrong, the game was HUGE, I just mean it only taking like 3 minutes to walk from one side of Cyrodil to the other, having a grand total of 30 or so citizens per city at most, cities only having like 15 houses and 4 stores., that seems a bit small. Cities need to be MUCH more realistic. Many, many more houses, many, many more NPC's, longer travel distances, much more shops to choose from, the ability to buy more than one house in a city. And, if possible, some growth to a city would be nice. Growth like this has occured before in TES4, the quest where you help these settlers by ending a war between goblins (dont remember the name) and after you have completed the quest, a few weeks later there is a new settlement. Perhaps they can impliment this into cities. Outside the walls there could be the "new" section of the city, with buildings being visibly constructed each day (every day you see the buildings slightly higher, labourers putting finishing touches to mostly completed buildings, and the new buildings are for sale for anyone, including the player, and new citizens moving in regularly (they don't really need names, just *city* Citizen or something along the lines of that, or maybe a name generator) up to a certain extent, when city growth reaches a predetermined size after, say, 6 months to a year.
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Cccurly
 
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Post » Fri May 27, 2011 7:48 pm

Repost:

OK read this, I was watching Game Trailors Bonus Round talking about Project Natal and was trying to think about how attacks, slices, and jabs could be easily put in TES without what happened in Oblivion...

(What I mean is, to do a power attack you held the button down for 3 seconds, and THEN it attacked. and to do a side swipe, or a stab, you would need to hold down the direction keys and do a power attack, but because you were holding down the direction keys, by the time you strike your way off from your target, which made power attacks useless.)

Now how about this:

Hold block (right mouse), hold direction with keys, and then click (not hold), you wouldnt need to hold the direction for very long, (just a split second), as long as the time it takes you to click attack (so you dont go running off in the other direction), that way you can easily string together combinations of attacks, or get around when the NPC blocks, of course this would take a while to get realy good at, as allways, but I think it would be very rewarding for the more combat inclined, and because you need to hold block to do it, you would allways have defence except for when you are attacking (which is how I play anyway). Actually, I think this could also be done to spells too to maybe change the effect of the spell or spell type?

So sort of sumthing like:
Up+A = Stab
Down+A = Slice Up
Left+A = Left Slice
Right + A = Right Slice

And to string it all together you could go: DA, RA, LA, UA, and chain together a realy cool combo

For Spells it could be like: (fire being the element chosen)
U + B = Fire Ball
D + B = Fire Wall
L + B = Fire Brush
R + B = Fire Combust

Maybe as you level up the skill 25%, 50%, 75%, etc you could learn those skills/teqniques.

what do you think of that idea?

Having a simple magic system like that would mean you cut down on your spells ALOT, rather than having a whole list of spells you dont need, you just choose the element you want (maybe bined to a quick key) and cast away.
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Javier Borjas
 
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Post » Fri May 27, 2011 10:37 pm

lets see really cool stuff in cinimatics. In morrowind, we even saw azura. three times. In skyrim: why not a toungue fighiting a dragon? could easily be done, for example:

Titus Medes Imperial army clashes with the Nords of Skyrim in an all out battle. Shocked the (insert hero's title) stares with disbelief as the lines of the Imperial legion breaks. in the massacre, a burst of flame falls from the sky. the character looks up, and sees a massive dragon who is turning the tides of battle single-handedly (in TES lore they are SUPER AWESOME.)
From the mountainside in which the (insert hero's title) watches, Jurgen the Clam stands up and rips off his gag to the astonishment of his 17 disciples. As Jurgen opens his mouth, ice and wind shoot forward. As he yells, all goes silent, and it is as if a missile has hit the dragon. the dragon retaliates with a burst from it's mouth, but Jurgen laughs, and that alone dissipates the flames. Jurgen yells again, and the dragon is launched far into the air. I t lands 20 seconds later, crushing a squad of Legion soldiers.
As the carnage is being cleaned up, Jurgen stickes out his powerful tounge, and screams at the top of his lungs. his tounge it's self rips room his body, and peices the carcass of the dragon. Jurgen writes in the dust on the flat area on which you stand, "Two powerful animals have been put to rest today. However, there are more of those creatures. hundreds of them. The Imperial might is a constant, and we might as well submit. I pity that Dragon, but i did what I did to save the ives of my brothers on the ground" Before the cinimatic ends, Jurgen moans loudly and disappears, with a light shining straigh up from his mouth. as soon as the light dissappears, all the weopons on the battlefield shatter, and the soldiers cease their conflict.
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Devin Sluis
 
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Post » Sat May 28, 2011 12:22 am

I would like to see a control system, activated by a button, which is similar to the Assassins Creed control system, used mainly for stealth and instant sudden death kills from behind or in front, etc... Hand to hand combat would be much improved, and by tapping the button again you switch back to Morrowind/Oblivion style controls.

I'd also like to see a canyon formed in a forest, and at the bottom of the canyon it isn't narrow, but spreads out larger than at the top, so that in some areas it forms a cave where the canyon closes above, then opens up again, but the bottom of the cave is forested. Also there is a small stream running through, and in one or more of the walls you'd find a hole you can crawl down into a cave. Then when you get to the end of the canyon it opens up from a closed top canyon out onto a rocky/sandy shore of a vast ocean. At some points you'll find people camping on the bottom of the canyon, some camping at the top. What I'm thinking is that this canyon is long, very long and you could spend half an hour or more just exploring the bottom of it once you accidentally fall down.

Stephen.
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Robert Jackson
 
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Post » Fri May 27, 2011 9:52 am

I dont know if this has been mentioned but I think would like to see followers like in Fallout 3 that you can give weapons, armour etc not like the mage apprentices that get slaughtered in TES 4. Horses/mounts should also be able to carry items aswell (like a pack horse)
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Adam Baumgartner
 
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Post » Fri May 27, 2011 11:41 pm

I want to see other adventurers out there, camping, fighting the occasional monster, and finding the remains of those who failed. would make the world seem more alive.
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Laura
 
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Post » Fri May 27, 2011 10:03 pm

I want to see other adventurers out there, camping, fighting the occasional monster, and finding the remains of those who failed. would make the world seem more alive.

The nice thing about OOO is that they had that. They were non-hostile, and went around also trying to do the same thing you were doing, dungeon diving. Of course, like the opportunistic [censored] a few of my characters were, once they cleared the cave, or came out of a battle pretty banged up, I cut them down and grabbed their loot :dance:
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naomi
 
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Post » Fri May 27, 2011 9:44 am

You might remember i made some possible walking animations for the beast races a while ago. Well i sat down and tried to make some for a whole body.

http://img130.imageshack.us/img130/6493/walktest.gif
http://img13.imageshack.us/img13/8048/walktestcell.gif

You gotta keep in mind i'm far from being a pro at animating, i'm actually quite a noob, this is pretty much the borderline of my current abilities. Plus i just quickly modeled the body from a sketch and it's a bit blocky and choppy so please excuse that.
Pretty much just wanted to make a animation that shows that also with the best legs design the animation can look good. Now imagine waht a pro animator can do, so, one who doesn't work at Beth :P.

PS: Yea i noticed the green one is a bit fast, my GIF animation program is a bit wonky :P.
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Taylrea Teodor
 
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Post » Fri May 27, 2011 9:44 am

COMBAT - When it comes to combat I think it'd be nice if it depended on Player skill, and your characters skill both. What I'm saying is for instance you aim for the perfect attack, the killing blow, and then your character drops his/her weapon. Then you have to pick it back up or fist fight the enemy. I also think that character skill should determine very rare 'critical hits' meening your character stabs the enemy threw the chest or something, or decapitates them (Only if there strength is above a certain marker like 80 or so).

WEAPONS - Tes needs to bring back the weapons from morrowind, (Spears, Throwing knives, Throwing Stars, Crossbows), and maybe even add something like flails and the such.

ARMOUR - There needs to be a bit more selection, like have your main Full-Plate Steel, and then have Half-Plate steel.

CLOTHING - There should be much more variety here, I would like to see personally, all sorts of waist coats, capes/cloaks, much more rich looking clotheing as-well as poor clothing.

WARDROBE - I'd like to see the wardrobe system go back to the way it was in morrowind, the layering of clothing gave the oppurtunity to make some really unique characters. But also add on to it a bit, like be able to wear your normal clothes with armour on top, and then a fur 'over armour' type coat thing, I meen if the game is in Skyrim it would make sense. I'd also like to be able to wear capes over robes and all of that.

QUESTS - I'd like to see it be like a mixture of Morrowind and Daggerfall, have ALOT of pre-made quests that you can always do (Like in morrowind) and then have auto generating ones (Like in Daggerfall).i'd also like them to not be so easy, a compass but no map markers.

MAIN QUEST - Again I'd like to see something more like Morrowinds, a long/longish main quest with several choices and a choosing of the lessar evil, I'd like to be able to join the 'bad guys' as well, most of my characters in the former games never did the main quest (especially in Oblivion) because they were mainly forced to do a certain thing. I'd like the outcome to be all on you.

GRAPHICS - All I ask for here is a rain/snow collision with buildings, there are mods that make this happen in Morrowind, so I'm sure its possible.

GAME-PLAY - I'd like to be able to be a werewolf/werebear/wereboar, It'd be very interesting, and if it is in Skyrim, again, a nice thing to have.

ROLE-PLAYING - I'd like to see something simulair to Daggerfall, the small messages appearing at the top of the screen "You feel a draft" or "This area smells like freshly upturned soil" So on so on, it makes you feel more like you're actually there (And it should be toggable for those who do not want it).

PEOPLE - I'd like to see some very serious as well as funny people, like in morrowind you have the little quest where the guy decided to steal some other guy's pants while he was in the river, that was funny to me....While the adoreing fan, not so much so.

CHARACTER CUSTOMIZATION - I'd like to see beards, not texture morphing blots on the skin, and long hair aswell if it clips a bit oh well people have dealt with it for some time with mods, and the customization should have three body types, Slim, Muscled, and Chubby, for anyone who wants to play pretty much any character. On chubby I imagine something like a beer belly.

SCALE OF WORLD - I'd say make it atleast the size of Morrowind, because Oblivion was just to small, and Daggerfall was insane.

STEALTH - In oblivion stealthing was pretty good, but I'd like to be able to slice peoples throats instead of slapping them on the butt with my dagger, it again really helps with role-playing, I meen who is going to sword whip someone when they are trying to kill them silently?

PERSAUSION - I'd like to see Persausion and cunning/intimidation in quests alot more, because not everyone is a seasoned fighter, I'd like to be able to play a diplomat that could talk his way out of situations.

COMPANIONS - I think there should be a few companions, like a dog/wolf, and a few people, atleast one of each class type.

SKILLS - I'd like to see daggers/Shortblades back in a Short Blade section, you do not use a claymore the same way you would a dagger.Also Axes out of blunt, please, they are not blunt weapons. Here's a simple solution though, have Heavy Weapons, Light Weapons, Dextorous weapons (Like Staves and the such) and then Ranged weapons. I'd also like to be able to duel-wield. Also be able to play a bard, and play music for my audience. Doesn't that sound positively fun?

RACES - Make beast races just that beasts again, like in Morrowind, that was perfect, simple solution for no boots problem, have special Shin guards for them, and for helmets have some customly shaped helmets to match the beast race's anatomy.
And well, that's all I have, I hope at least one of my ideas gets thrown in to the next game.
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AnDres MeZa
 
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Post » Fri May 27, 2011 9:56 pm

If Bethesda can't put all the countries into the one game, I'd like to see it take place in Elswyr and Black marsh, and Valenwood, as these places are rarely talked about so we don't really know what to expect. I mean we've all seen a skyrim like world when we went to Solstheim in Morrowind addon.

Stephen.

I had a dream, and in the dream were these magic doorways, they led to all sorts of places I'd been today, the shopping center, post office, etc. I'd like to see a room somewhere, perhaps in the tall of a castle, or the bottom of a dungeon, somewhere hard to reach, where you'll see all these doors that look like paintings of the places they lead to, then when you touch them, or activate them, the paintings come to life and you can walk through them to some hard to reach places, or impossible to reach places, within the game, so that you feel a sense of accomplishment when you walk through, you've had to overcome hordes of monsters and explore an ancient magicians castle just to get to this room of doors, then you walk through and find yourself overlooking a scenic mountain range, or inside some paupers house, or in one of several dungeons you couldn't normally get into (say locked from the inside). Then when you step through the door and turn around there's nothing there, so you have to make your way back to the room the hard way if you want to explore further.

Stephen.

Oh, and bring back the mark and recall spells!!! I personally like the way Ultima Online did this, they had runes you could mark with a location then you can cast recall on that rune, then they introduced rune books which held all the runes for easy reference.

Stephen.

Here's an idea, why not make ESII again, Daggerfall, I have yet to be able to play it on my system, doesn't run for some reason. I've heard it is the biggest of the ES games, why not remake it for current systems and also for xbox and ps?

Stephen.
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Scared humanity
 
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Post » Fri May 27, 2011 6:50 pm

I would like to see play-able sload, or at least NPC sloads. They're quite interesting.
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matt oneil
 
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Post » Fri May 27, 2011 5:52 pm

I would like to see play-able sload, or at least NPC sloads. They're quite interesting.



Yeah i agree.
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Crystal Clear
 
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Post » Fri May 27, 2011 11:23 am

bring back all the morrowind skills, and i'd like to see it in either Skyrim, Elsweyr, or Valenwood. Elsweyr and Valenwood would go well together in one game, maybe with the black marsh added in.

ability to make armor

bigger cities, more NPC's in them

better sneak. in Obliv, at lower sneak levels it was perfect, you usually could sneak up to lone people fairly easily as logn as they didn't see you. but then at 100 sneak you could practically stand on thier heads and dance! in Morrowind sneak was horrible though; you couldn't sneak up on a blind, deaf and dumb man frmo 50 feet behind him without a sneak major.


horses. but also more mounts. i'd like to see some sort of battle-bear that you can ride, and lizards, elephants, etc. if in the south of tamriel.

fishing. id love to just sit off the docks and fish.

a more victorian world. by this i mean that the world of TES has always been evolving, and it seems like it should take the natural progression into a victorian age, where there is limited guns, but still lots of the old stuff as well. maybe victorian isn't the best to put it. something like around the late 1500's.
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Flash
 
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Post » Fri May 27, 2011 10:54 am

I hope to hell beth employees or devs dont read these suggestion threads and the game designers come up with their own ideas.
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sw1ss
 
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Post » Fri May 27, 2011 7:45 pm

I never played Arena, so these are ideas that I feel should be retained from previous Elder Scrolls games except Arena.

DAGGERFALL

1. 2D NPC's so when you walk around them in a circle they are always facing you. Just kidding.

2. Random generated quests. I would love a portion of the side quests to be randomly generated. I'm not saying we want every other NPC to offer a random quest. But perhaps there is a way for the game to keep track of the last quest completed so it will remove it from the random list until so many additional random quests have been completed then it gets put back in. So say you clear out rats from Sally Simpson's attic. Rat extermination will not be offered again until you've completed, say, three additional quests from the random pool. Then rat extermination is put back in. Something like that. I feel that random quests add to the depth of the game, give the adventurer a reliable means of income, and just give it a touch of nostalgia. Random quests would also be a way for fans of hard-core level scaling to get their fix. As you go up in level and gain notoriety for being a bad-*ss adventurer the random quests you're offered could come from a different, higher level pool. Some people will still want you to clear their actic of rats, but others will see you and say, "well, someone like you is def suited for my issue. Seems that a minitaur has decided to wander about the graveyard outside of town and ever since then I've not been able to visit my mother's grave." Not exactly killing a rat.

Much of what I like about Daggerfall was actually implimented very well in Morrowind, so I'll move onto that game.

MORROWIND

1. More static world. There may have been some form of level-scaling in Morrowind, but it was either far, far more subtle, or it was only for certain places in the game. Whatever the case, it was more static than Oblivion, and greatly added to realism for me. Without heavy-duty level scaling the world didn't hinge on my every level gain. It seemed like a more real place, and not one that simply existed for my betterment. Replayability is harmed by extensive static content, but that is why there is a construction set. If Modders don't have to spend a year just fixing the game, they can jump right into adding content. Imagine the amount of quests, and treasure the OOO, and Frans teams could have come up with if they didn't have to spend years getting rid of, or massively tweaking most of the level scaling.

2. More varied world environment. Morrowind was a place that had arid deserts with sand storms, bizzare coastal enclaves of wizard towers, and more traditional temperate zone cities like Balmora (THE BEST CITY EVER IN AN ELDER SCROLLS! Well, that's my opinion). Morrowind had mountains that you couldn't climb over unless you had mad skills, or some levitation potions ;) steep ravines, strange ruins, etc... It did not have real forests, however, and that is something from Oblivion that I'd like to keep. The atmosphere of Morrowind was more...atmospheric to me. The poorer draw distances, coupled with rainstorms generated this really cool fog/haze that added something for me. Sand storms I've already mentioned, rain, snow in solsteim (spelling), all sorts of things that added to the atmosphere.

3. Levitation potions.

4. More armor/clothing slots. This has it's own thread now, and rightfully so. Daggerfall and Morrowind both had more armor slots, and the ability to paperdoll your PC with both clothes and armor in layers. This was something that wasn't broken, and didn't need to be fixed. PC's want to wear cloaks over armor. If that is not put back in then we know the devs do not read, or do not care, what is written in these forums. I can't find one person who is against having cloaks and robes over armor. I know people who are indifferent, but there are massive numbers of players who want that put back in. It adds a nice layer of role-playing and immersion to the game. Sometimes the little things are what matters.

5. Put all missile weapons back. I'm indifferent to this, but I know of many, many who are definitely not indifferent. It's again, one of those things removed, probably for technical reasons that really harmed the game play for a lot of folks. For many people this harmed their experience as much as the nerfed armor did for others.

6. Means of Fast-travel. Let's get back to fast-travel being a means of transport that is intrinsic to the game world itself and not a "meta" travel method. By that I mean, lets have things that are part of the game world itself like the Mages Guild was in Morrowind, move you around rather than a menu option. Let's get back to recall like spells, and so on. I want to be able to go back and forth sometimes between distant places, but it should be via 'in-game' means. The game world of Oblivion felt smaller than it was partly because of this unfettered fast travel. It was also just smaller to begin with which brings us to...

7. World Size. gamesas likes to say that though the geographical world of the elder scrolls is shrinking, the detail is growing. Well I respectfully disagree. It's definitely shrinking, but the detail? I'm sorry but with dungeons all being virtually the same, relying on level lists for loot and enemies, and unlimited fast travel to all the major cities in the game, makes the world seem small and not as detailed. I understand that for a game world the size of Daggerfall, you rely almost fully on random everything. That is an extreme we need not go to. But what if we went back to a land size like that of Morrowind, but with detail and content newer computer technology could bring us? I'd say that most people are not using the same machine they were using back in 2002 when Morrowind was out, nor even the same exact machine we were using back in 2006 when Oblivion came out. I'm sure the avarage player will be using a much better machine when TES V comes out someday, than what we had for Oblivion. You know how it is. You built a kick-a** computer and in less than two years Best Buy sells one for $599 that is the same or better than what you built for $1000. But I digress. Morrowind size world.

OBLIVION. (Yes I like things about Oblivion too)

1. Graphics. Hey, the graphics in Oblivion were beautiful and detailed. Texture mods made them even better. I would be warry of making them even more photo-realistic, however, if it's going to continue to rob us of crossbows, and cloaks over our armor.

2. Draw distance. I loved being able to see the land spread out before me in a really nice vista. I think there should be days, however, where the draw distance is greatly reduced because of weather patterns, humidity, smoke, etc... it'll add to immersion.

3. Physics. Objects that moved in realistic ways was more advanced in Oblivion. I liked how chains, and buckets and other objects moved.

4. The idea of AI. While the AI actually was nothing as awesome as they were trumpeting before the game came out, the idea of it is right on the money. It could potentially create a lot of random events that add tons to the experience. And please devs, save us the line that, "Oh it's there. It's just in the background and invisible to the player..." Well then whats the point? This is game afterall, why spend resources and time on things that are invisible AND don't effect our game experience. Morrowind had no radiant AI, but it was more fun to a lot of people. Some people loved Oblivion more than any game ever, but I guarantee it had nothing to do with this mythical Radiant AI. If they perfect the AI so we can see random events break out, then I'll smile and say, "wicked good AI"

5. Length, and imagination of some 'guild' quest lines. Particularly the Thieves 'gray fox' quests. That was really well-done. Whoever was responsible for that quest line should have been given a bonus and promoted. If all the guilds had quest lines like that Oblivion would have been better in my eyes.

NON-ELDER SCROLLS GAMES THEY SHOULD GO BACK TO FOR INFLUENCE LIKE THEY ONCE DID

1. Ultima. Ultima was the RPG that most influenced and intrigued Todd Howard. He should remember that. If you have never played Ultima 7 parts 1 & 2, get it from the Exult team online and treat yourself to an awesome living world with a great storyline. Since you may never have played prior Ultimas some of the stroyline may be confusing, but no matter. You'll understand what I'm talking about.

2. Wizardry. The grandfather of computer RPG games. In Wizardry you had NPC's going for some of the same goals that you were. It added a lot of replayability. Wizardry games are not for everyone (they're mind numbingly complex and difficult) but much could be gleaned from them.

IDEAS FROM MODS THAT SHOULD BE IMPLIMENTED

No way to cover all these but a few I liked:

1. More mutually exclusive guild/association quest lines. You should be able to join the blackwood company at the exclusion of whoever it was that wanted you to kill them. Fighters guild I think. Many examples of this could be implimented. It should be either really really tough, or impossible to join conflicted guilds and/or get very far up them. Perhaps it could be done but it should require a lot of imagination and a** kissing. This adds to replayablity.

2. Weather inside. The weather/atmoshere mods really helped immersion. Being able to hear a storm rage outisde the inn you are staying at just was really cool.

3. Illumination mods. Seeing light glow from inside buildings at night was sweet. Real light mods were awesome as well. They made candles, torches, and other means of illumination actually illuminate.

4. MMM. More and varied monsters are always a good idea.

My modded version of Oblivion is very close to what I was hoping Oblivion would actually be. If they could just come out with a game that didn't need as much fixing out of the box, I'd be thrilled.

Let me be clear here too. I don't want Morrowind II. I want an original storyline, new game-province, new NPC's, etc... I just would like it to be a game that nicely melds the best from the prior games and mods, and adds some new ideas as well.
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Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Sat May 28, 2011 12:16 am

I'd like to be able to equip and use various items you find throughout the world that you can pick up, such as a hammer and tongs, calipers, etc, and be able to use them at a forge and pump the bellows. I'd also like to be able to hold a boquet of flowers in my hand if I can pick them up, and be able to throw crumpled pieces of paper, use oars on a row boat, hold a knife and fork and use them on my food (even if that food is people...), use a scythe to cut grass or wheat, I'd like to make wine from graqes in a wine press, and store it in a cabinet while its alcohol content grows. I'd like to just be able to use all the pointless stuff that I found in Oblivion instead of just throwing it away because it doesn't do anything.

Stephen.
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Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Fri May 27, 2011 5:26 pm

I'd like to be able to equip and use various items you find throughout the world that you can pick up, such as a hammer and tongs, calipers, etc, and be able to use them at a forge and pump the bellows. I'd also like to be able to hold a boquet of flowers in my hand if I can pick them up, and be able to throw crumpled pieces of paper, use oars on a row boat, hold a knife and fork and use them on my food (even if that food is people...), use a scythe to cut grass or wheat, I'd like to make wine from graqes in a wine press, and store it in a cabinet while its alcohol content grows. I'd like to just be able to use all the pointless stuff that I found in Oblivion instead of just throwing it away because it doesn't do anything.

Stephen.


I agree whole-heartedy. In the games Ultima 6, and 7, you could use virtually anything you could pick up, and some things you coudn't. In those games you could harvest corn, grind it in a mill, take the flour, add water, and you'd get some dough. You could take the dough and plop it on an oven and it would turn into a loaf of bread that you could eat. In those games you had to eat or you'd starve to death so this was an elaborate way to fill a need that added tons of realism to the game. Conversely you could just buy some bread from the baker. Whatever floats your boat. You could also fish for food in that game as well. Like I've said in prior posts, everyone should get dosbox or exult running on their machine and play Ultima 6 and 7.
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BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Fri May 27, 2011 11:56 am

I never played Arena, so these are ideas that I feel should be retained from previous Elder Scrolls games except Arena.

DAGGERFALL

1. 2D NPC's so when you walk around them in a circle they are always facing you. Just kidding.

2. Random generated quests. I would love a portion of the side quests to be randomly generated. I'm not saying we want every other NPC to offer a random quest. But perhaps there is a way for the game to keep track of the last quest completed so it will remove it from the random list until so many additional random quests have been completed then it gets put back in. So say you clear out rats from Sally Simpson's attic. Rat extermination will not be offered again until you've completed, say, three additional quests from the random pool. Then rat extermination is put back in. Something like that. I feel that random quests add to the depth of the game, give the adventurer a reliable means of income, and just give it a touch of nostalgia. Random quests would also be a way for fans of hard-core level scaling to get their fix. As you go up in level and gain notoriety for being a bad-*ss adventurer the random quests you're offered could come from a different, higher level pool. Some people will still want you to clear their actic of rats, but others will see you and say, "well, someone like you is def suited for my issue. Seems that a minitaur has decided to wander about the graveyard outside of town and ever since then I've not been able to visit my mother's grave." Not exactly killing a rat.

Much of what I like about Daggerfall was actually implimented very well in Morrowind, so I'll move onto that game.

MORROWIND

1. More static world. There may have been some form of level-scaling in Morrowind, but it was either far, far more subtle, or it was only for certain places in the game. Whatever the case, it was more static than Oblivion, and greatly added to realism for me. Without heavy-duty level scaling the world didn't hinge on my every level gain. It seemed like a more real place, and not one that simply existed for my betterment. Replayability is harmed by extensive static content, but that is why there is a construction set. If Modders don't have to spend a year just fixing the game, they can jump right into adding content. Imagine the amount of quests, and treasure the OOO, and Frans teams could have come up with if they didn't have to spend years getting rid of, or massively tweaking most of the level scaling.

2. More varied world environment. Morrowind was a place that had arid deserts with sand storms, bizzare coastal enclaves of wizard towers, and more traditional temperate zone cities like Balmora (THE BEST CITY EVER IN AN ELDER SCROLLS! Well, that's my opinion). Morrowind had mountains that you couldn't climb over unless you had mad skills, or some levitation potions ;) steep ravines, strange ruins, etc... It did not have real forests, however, and that is something from Oblivion that I'd like to keep. The atmosphere of Morrowind was more...atmospheric to me. The poorer draw distances, coupled with rainstorms generated this really cool fog/haze that added something for me. Sand storms I've already mentioned, rain, snow in solsteim (spelling), all sorts of things that added to the atmosphere.

3. Levitation potions.

4. More armor/clothing slots. This has it's own thread now, and rightfully so. Daggerfall and Morrowind both had more armor slots, and the ability to paperdoll your PC with both clothes and armor in layers. This was something that wasn't broken, and didn't need to be fixed. PC's want to wear cloaks over armor. If that is not put back in then we know the devs do not read, or do not care, what is written in these forums. I can't find one person who is against having cloaks and robes over armor. I know people who are indifferent, but there are massive numbers of players who want that put back in. It adds a nice layer of role-playing and immersion to the game. Sometimes the little things are what matters.

5. Put all missile weapons back. I'm indifferent to this, but I know of many, many who are definitely not indifferent. It's again, one of those things removed, probably for technical reasons that really harmed the game play for a lot of folks. For many people this harmed their experience as much as the nerfed armor did for others.

6. Means of Fast-travel. Let's get back to fast-travel being a means of transport that is intrinsic to the game world itself and not a "meta" travel method. By that I mean, lets have things that are part of the game world itself like the Mages Guild was in Morrowind, move you around rather than a menu option. Let's get back to recall like spells, and so on. I want to be able to go back and forth sometimes between distant places, but it should be via 'in-game' means. The game world of Oblivion felt smaller than it was partly because of this unfettered fast travel. It was also just smaller to begin with which brings us to...

7. World Size. gamesas likes to say that though the geographical world of the elder scrolls is shrinking, the detail is growing. Well I respectfully disagree. It's definitely shrinking, but the detail? I'm sorry but with dungeons all being virtually the same, relying on level lists for loot and enemies, and unlimited fast travel to all the major cities in the game, makes the world seem small and not as detailed. I understand that for a game world the size of Daggerfall, you rely almost fully on random everything. That is an extreme we need not go to. But what if we went back to a land size like that of Morrowind, but with detail and content newer computer technology could bring us? I'd say that most people are not using the same machine they were using back in 2002 when Morrowind was out, nor even the same exact machine we were using back in 2006 when Oblivion came out. I'm sure the avarage player will be using a much better machine when TES V comes out someday, than what we had for Oblivion. You know how it is. You built a kick-a** computer and in less than two years Best Buy sells one for $599 that is the same or better than what you built for $1000. But I digress. Morrowind size world.

OBLIVION. (Yes I like things about Oblivion too)

1. Graphics. Hey, the graphics in Oblivion were beautiful and detailed. Texture mods made them even better. I would be warry of making them even more photo-realistic, however, if it's going to continue to rob us of crossbows, and cloaks over our armor.

2. Draw distance. I loved being able to see the land spread out before me in a really nice vista. I think there should be days, however, where the draw distance is greatly reduced because of weather patterns, humidity, smoke, etc... it'll add to immersion.

3. Physics. Objects that moved in realistic ways was more advanced in Oblivion. I liked how chains, and buckets and other objects moved.

4. The idea of AI. While the AI actually was nothing as awesome as they were trumpeting before the game came out, the idea of it is right on the money. It could potentially create a lot of random events that add tons to the experience. And please devs, save us the line that, "Oh it's there. It's just in the background and invisible to the player..." Well then whats the point? This is game afterall, why spend resources and time on things that are invisible AND don't effect our game experience. Morrowind had no radiant AI, but it was more fun to a lot of people. Some people loved Oblivion more than any game ever, but I guarantee it had nothing to do with this mythical Radiant AI. If they perfect the AI so we can see random events break out, then I'll smile and say, "wicked good AI"

5. Length, and imagination of some 'guild' quest lines. Particularly the Thieves 'gray fox' quests. That was really well-done. Whoever was responsible for that quest line should have been given a bonus and promoted. If all the guilds had quest lines like that Oblivion would have been better in my eyes.

NON-ELDER SCROLLS GAMES THEY SHOULD GO BACK TO FOR INFLUENCE LIKE THEY ONCE DID

1. Ultima. Ultima was the RPG that most influenced and intrigued Todd Howard. He should remember that. If you have never played Ultima 7 parts 1 & 2, get it from the Exult team online and treat yourself to an awesome living world with a great storyline. Since you may never have played prior Ultimas some of the stroyline may be confusing, but no matter. You'll understand what I'm talking about.

2. Wizardry. The grandfather of computer RPG games. In Wizardry you had NPC's going for some of the same goals that you were. It added a lot of replayability. Wizardry games are not for everyone (they're mind numbingly complex and difficult) but much could be gleaned from them.

IDEAS FROM MODS THAT SHOULD BE IMPLIMENTED

No way to cover all these but a few I liked:

1. More mutually exclusive guild/association quest lines. You should be able to join the blackwood company at the exclusion of whoever it was that wanted you to kill them. Fighters guild I think. Many examples of this could be implimented. It should be either really really tough, or impossible to join conflicted guilds and/or get very far up them. Perhaps it could be done but it should require a lot of imagination and a** kissing. This adds to replayablity.

2. Weather inside. The weather/atmoshere mods really helped immersion. Being able to hear a storm rage outisde the inn you are staying at just was really cool.

3. Illumination mods. Seeing light glow from inside buildings at night was sweet. Real light mods were awesome as well. They made candles, torches, and other means of illumination actually illuminate.

4. MMM. More and varied monsters are always a good idea.

My modded version of Oblivion is very close to what I was hoping Oblivion would actually be. If they could just come out with a game that didn't need as much fixing out of the box, I'd be thrilled.

Let me be clear here too. I don't want Morrowind II. I want an original storyline, new game-province, new NPC's, etc... I just would like it to be a game that nicely melds the best from the prior games and mods, and adds some new ideas as well.



Sorry for repeating all that, but that was brilliant, I couldn't have said it better myself, I have played Ultima 7 p1&2 and after that I played every single Ultima game I could get my hands on, I tried my hand at Wizardry, didn't get very far before my computer broke down though.

So, I would just like to say Bravo! and I hope the Developers are reading this.

Stephen.
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Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Fri May 27, 2011 11:15 pm

Most important stuff ever:

1. Append and Remove lists. Because most of the load order silliness we endure is stomping lists. If the game could apply updates to those lists at load time, we wouldn't have cases where item X is added by one mod, item Y by another, and we need a third mod to make them both appear (or extra tools). Besides, this is straight forward compared to modding cells :)

2. Expose more of the game mechanics to modders. They'll work around it anyway, but the more they can do out of the box, the quicker people get to be happy with the specific ruleset they're playing with.

3. Magic needs to be much more progressively tiered. As it is, there's no reason to advance magic skills ONE level. Twenty-five? Sure. But the next level is just a sign post on the road. Nothing to see here, move along.

4. large address aware/64-bit binary. Because Oblivion already used 1 GB without the high res texture pack. We're really getting close to the 2 GB limit with retex mods.
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Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Fri May 27, 2011 12:47 pm

I'd like the next TES game to be far darker. I want, poverty, wounded stragglers from a nearby conflict, drunks on the streets, betrayal. I'm thinking Dragon Age Origins dark, on that there are civil wars, beggars and communities that get wiped out as the story progresses.
Imagine, it is dark. A wolf howls in the distance. You sit upon your horse as you ride it to the city, passing groups of wounded soldiers walking in the same direction, one is dead at the side of the road, face down in a pool of blood. At the gates to the city you met by a refugee camp, the buzz of flies filling your ears.
Now compare that image to that of Oblivion. Demons have entered Tamriel but aren't attacking towns or gaining land, they just loiter. Beggars are fed by thieves for information and nobody is that poor (i never found beggars very convincing). There are no crimes that you don't commit or are more serious than a stolen loaf of bread. Indeed the darkest part of Oblivion is the Dark Brotherhood, but that isn't hard for an assassin guild.

Who else thinks the next TES needs to be darker?
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lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Fri May 27, 2011 10:09 pm

IDEAS FROM MODS THAT SHOULD BE IMPLIMENTED

No way to cover all these but a few I liked:

1. More mutually exclusive guild/association quest lines. You should be able to join the blackwood company at the exclusion of whoever it was that wanted you to kill them. Fighters guild I think. Many examples of this could be implimented. It should be either really really tough, or impossible to join conflicted guilds and/or get very far up them. Perhaps it could be done but it should require a lot of imagination and a** kissing. This adds to replayablity.

2. Weather inside. The weather/atmoshere mods really helped immersion. Being able to hear a storm rage outisde the inn you are staying at just was really cool.

3. Illumination mods. Seeing light glow from inside buildings at night was sweet. Real light mods were awesome as well. They made candles, torches, and other means of illumination actually illuminate.

4. MMM. More and varied monsters are always a good idea.


I also think they should get some ideas from mods, here are a few:

1. RGO. More realistic guards and disquises

2. EDI. A invasion should feel like one

3. All those city mods. There are lots of city mods so I'm not going to name specific ones but they should make cities a more vibrant place and some places should be packed.

4. Vampire and Werewolf mods. Like the last post there are a few of these mods, Vampires and Werewolves should have a big presence in TES 5; there should be guilds for it Vampires vs Vampire hunters and Werewolves vs Werewolf hunters, Joining one of the factions the other is against will force the other faction to be hostile to you because they know your their enemy. I'm not sure about a Werewolf faction but Vampires should have a special secret faction, also if you are a vampire then if you find ones in ruins or sewers they shouldn't be hostile to you and you could recruit them into the Vampire guild.

5. Amazing jump. They should have this in TES 5 but it should come as a perk like in Fallout 3, you can only obtain it by learning it from the assassins guild and after doing assassins guild quests.

6. Thieves Arsenal. Made being a thief so much easier, make a better thieves guild with access to items like in this mod for TES 5.

7. Kvatch Rebuilt/Aftermath. cities that get destroyed should be rebuilt, I started the MQ immediately after leaving the sewers and after I had completed the MQ, DLC quests, Faction quests and a majority of Daedric quests I still found nothing changed in Kvatch. Make cities get destroyed in TES 5 but you should also be allowed to rebuild them as well.

Few Ideas

More of a Hierarchy based on wealth, this would make Role-playing a Noble or Beggar more realistic. A Beggar shouldn't be the guards concern, protecting the people who pay them are their first priority.

Having higher ranks matter, in the guilds of Oblivion being at the top didn't matter in the Fighters guild or Mages guild, I was still treated like the new student and I couldn't do anything to change the guild!!! What if I want to let Necromancers back into the guild, what if they start another army to storm the university!!

If it's in Skyrim I wouldn't mind seeing a bigger presence of Religion, The Nord priests against the Imperial cult and what's left of the Morrowind religions.

Beggars should be more useful when you are in the thieves guild, you should be able to pay them to follow people around and track their routines. Thus making it easier to rob them
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Brιonα Renae
 
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Joined: Mon Oct 22, 2007 3:10 am

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