TES V Ideas and Suggestions # 142

Post » Fri May 27, 2011 5:04 pm

maybe different colored potions. restore health would be red, magicka blue/purple, fatigue green, speed yellow, strength brick red, etc

poisons would be different, too. silence would be sky blue, damage health would be a murky green, drain health a deep greenish blue, maybe some of the deadlier ones would be a blackish bubbly ooze
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NAtIVe GOddess
 
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Post » Fri May 27, 2011 10:17 am

Would it be possible to have Arena and Daggerfall as downloadable content on Xbox Live?

Maybe. Both are DOS games, which need software emulation to be able to run on modern systems. I imagine they'd need even more effort to be made to run on consoles, which I don't know the emulation capabilities of, and they'd still need work to customize their old mouse and keyboard controls to controllers.

Not sure why you'd want them that way, though. They're old enough that just about any computer these days can handle them, if you can get them working.

it turns out that the senche and senche-raht are the "battle cats" i might have mentioned ages ago (thank you Infernal City)

id like some more of these so i dont get stuck boring horses

Aren't they still human-level intelligent? Not sure they'd care for the idea of being ridden.
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Marnesia Steele
 
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Post » Fri May 27, 2011 11:55 am

Aren't they still human-level intelligent? Not sure they'd care for the idea of being ridden.

they dont mind when its another khajiit or a friend/ally
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Laura Tempel
 
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Post » Fri May 27, 2011 6:42 pm

Why would you know the general area of a quest object? That doesn't even make any sense, especially if you're in a place that you've never been to before. About "all of the directions in Morrowind's quests being off", only some of the directions are inaccurate, not all of them, which is realistic. When's the last time somebody gave you perfect directions? Or rather, when's the last time somebody gave you a quest compass?

Well, because the quest giver usually knows; and the player character is carrying a map. It actually makes sense that the quest giver would mark the general area where the thing is, rather than just giving (often times shaky) verbal directions
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Jack Walker
 
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Post » Fri May 27, 2011 8:53 pm

Well, because the quest giver usually knows; and the player character is carrying a map. It actually makes sense that the quest giver would mark the general area where the thing is, rather than just giving (often times shaky) verbal directions

Exactly, that's what i also meant in my suggestion, you only know the area something is in like "It's supposed to be in County Cheydenhall" (when taking Oblivion as an example) means the political area around the town. If someone says "It's NEAR that town" it will point to that town and you have to search somewhere around it as that IS the closest hint you got. And if someone draws a circle on your map and says "It should be in there" it will simply place a marker in the MIDDLE of that circle.
Always the closest area you know about.
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Marie Maillos
 
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Post » Sat May 28, 2011 12:24 am

A realistic population including realistically sized cities. I know this is going to sound like a broken record coming from me, and if it isn't yet it will, but Daggerfall is the only game I ever played that ever immersed me fully into a game. They need to try to bring that back.
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Marie
 
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Post » Fri May 27, 2011 2:21 pm

A realistic population including realistically sized cities. I know this is going to sound like a broken record coming from me, and if it isn't yet it will, but Daggerfall is the only game I ever played that ever immersed me fully into a game. They need to try to bring that back.

It would be possible to have a realistic scale, after all it doesn't have to span the whole empire, maybe just some little province somewhere or just part of one.
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Rachael
 
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Post » Fri May 27, 2011 3:44 pm

To bring up another old suggestion of mine in regards to realistic city size: partial randomization. I imagine a decent randomizing program can create forests and other wilderness that most people wouldn't be able to tell apart from hand made; some designations for how many trees per chunk of land to prevent clumping, and keep them from spacing too far apart and making odd clearings, etcetera. I can't figure a desert needs many hand-picked sand dunes. These things don't need a lot of effort, because it's wilderness, and that's what wilderness looks like. It would allow for larger expanses of land to be made, which in turn not only leaves more time for cities, but makes large size more plausible (bigger towns in Morrowind or Oblivion would have overtaken the whole map).

I think it would also help in making dungeon exploration more interesting. The downside to random dungeons is that the generated results can be, shall we say, unpleasant. The upside is that all you have to do is make the creator work, and it can provide countless dungeons with no extra effort. Placement is also "partial random." Say you have a forest west of the city, and in it are five dungeons. Since the forest itself is mostly randomly created, those dungeons can potentially be anywhere. Maybe one or two are hand made and always in there, another two are random, an extra one or two can be either. You enter the forest knowing that a certain destination is in there for sure, but since the forest is large and the placement isn't always the same, finding it is still a new adventure. Is the place you've found the one you're looking for, a random dungeon to keep things unpredictable, or maybe a hand-made dungeon you've never found before?

Also, off topic, by why is it that water effects have yet to be anywhere near as nice as those seen in a game that's more than http://www.youtube.com/watch?v=bxQAYt5IdPo.
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herrade
 
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Post » Fri May 27, 2011 4:20 pm

Yes, yes, and more yes! I can see how some of that wouldn't be easy to do, but at the same time it's all that's needed to make a TES game that's actually interesting. Of course the random generation needs to occur during the first introduction to the world so that the terrain wouldn't change every time you load the area with the same character. However it would make the game more interesting to play through with other characters.

And MAN do I miss the dungeons in Daggerfall. I understand that people don't enjoy that sort of insane dungeon crawling. So perhaps quest specific dungeons not always been randomized? I'unno, but this is a massive step in the right direction.
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Alex Vincent
 
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Post » Sat May 28, 2011 12:17 am

I didn't really like how there were too few quests in Fallout 3. Of course the quests had better dialogue and more choices, but they could be done rather quickly. Perhaps make more quests, and limit them to 2 choices for most of them, and make them interesting and challenging.
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Tanya
 
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Post » Sat May 28, 2011 1:21 am

I didn't really like how there were too few quests in Fallout 3. Of course the quests had better dialogue and more choices, but they could be done rather quickly. Perhaps make more quests, and limit them to 2 choices for most of them, and make them interesting and challenging.


I for one COMPLETELY agree I saw all the quests in Oblivion then we get FO3 with those little amounts of quests and its like "wow"
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ZzZz
 
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Post » Fri May 27, 2011 12:21 pm

Ill say it I love Oblivion but there were so many things that Irked me The main one the beast men races. Elder scrolls V should bring back the Morrowind Style Argonians/Khajiit they were much better then the ones in oblivion.On another note. if the rumours ive heard our true of it taking place in in skyrim. The game needs lycanthropes. Werewolves mainly Like Blood moons no human looking beast man. a Feral fang bearing Bi-Pedal Wolf with clawed hands and big fangs
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tiffany Royal
 
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Post » Fri May 27, 2011 6:32 pm

Ill say it I love Oblivion but there were so many things that Irked me The main one the beast men races. Elder scrolls V should bring back the Morrowind Style Argonians/Khajiit they were much better then the ones in oblivion.On another note. if the rumours ive heard our true of it taking place in in skyrim. The game needs lycanthropes. Werewolves mainly Like Blood moons no human looking beast man. a Feral fang bearing Bi-Pedal Wolf with clawed hands and big fangs


For one:dont ever listen to rumors until its officially announced by bethesda and two:I guess I see what your saying but I liked Oblivions Argonians and Khajiits better.
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Carys
 
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Post » Fri May 27, 2011 10:28 am

Forgive me if i'm missing something or being ignorant, but what makes you think the crafting techniques arent sufficient? Theres quite a bit of proof that they are advanced (armor made of glass for example). And why not block with weapons? They arent feeble, all swords are obviously expected to take impact, by your logic you shouldnt be able to hit an armored opponent either.

"glass" in the game refers to a metallic ore on Tamriel. And no, swords aren't expected to take an impact, they will likely shatter under the impact of another sword striking it. It depends on the quality and construction of the material, as well as the construction of the sword blade itself.

As for metallurgy, the processes of creating excellent steel requires precise measurements and tools. You need to burn off impurities from the iron ore itself, control the amount of carbon in the metal (too much and it becomes very brittle. Only 2% is needed for steel), and make sure you don't introduce new impurities from the fuel being burnt to provide the heat. I won't claim to know intimate knowledge of smithing, but probably know more than the average joe or jane.

Full plate armor did not occur/gain prevalence in Our World until around the 1400's. It's really complex stuff, too, with a lot of hinges and joints to make it surprisingly flexible.

Yeeaaaaa... about http://www.youtube.com/watch?v=HjMW5qenYyA

Metal weapon on metal weapon shatters - unless the sword is http://en.wikipedia.org/wiki/Damascus_steel, or a similar process (as was common in Japan) to strengthen the metal against shattering on impact. There has been no mention of this forging technique in TES Lore, and the lack of the waved/grained appearance on blade textures further emphasizes that the technique is either not known in Tamriel, or its knowledge is limited.
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Caroline flitcroft
 
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Post » Fri May 27, 2011 10:30 pm

Yeah Your probably Right. Just a bit too optimistic,always wanted to Visit Skyrim being as a lot of the time in Both Morrowind and Oblivion I played as a Nord It would be awsome to be able to visit the Nords Homeland. But the Beast men.. It Irked me they didnt feel all that Beastly. I mean even Lore says Khajiit would normally Disdain weapons in favor of their natural claws but oblivion didnt even give that option even modding couldnt because it would usually make every other race and or NPC swinging their hands like claws instead of the normal humanoid hand to hand.aside from the abilities and the Outer appearance. there was nothing really to distinguish Something like the Afor mentioned Khajiit or Argonian from the Imperials and High elves besides there abilities and general look
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Chantel Hopkin
 
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Post » Fri May 27, 2011 9:34 pm

"glass" in the game refers to a metallic ore on Tamriel. And no, swords aren't expected to take an impact, they will likely shatter under the impact of another sword striking it. It depends on the quality and construction of the material, as well as the construction of the sword blade itself.

As for metallurgy, the processes of creating excellent steel requires precise measurements and tools. You need to burn off impurities from the iron ore itself, control the amount of carbon in the metal (too much and it becomes very brittle. Only 2% is needed for steel), and make sure you don't introduce new impurities from the fuel being burnt to provide the heat. I won't claim to know intimate knowledge of smithing, but probably know more than the average joe or jane.

Full plate armor did not occur/gain prevalence in Our World until around the 1400's. It's really complex stuff, too, with a lot of hinges and joints to make it surprisingly flexible.


Metal weapon on metal weapon shatters - unless the sword is http://en.wikipedia.org/wiki/Damascus_steel, or a similar process (as was common in Japan) to strengthen the metal against shattering on impact. There has been no mention of this forging technique in TES Lore, and the lack of the waved/grained appearance on blade textures further emphasizes that the technique is either not known in Tamriel, or its knowledge is limited.

I am perfectly willing to ignore those facts for the sake of gameplay.
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Lauren Dale
 
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Post » Fri May 27, 2011 5:34 pm


But if there's randomization how would one use the CS to make mods?
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Chavala
 
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Post » Sat May 28, 2011 1:09 am

But if there's randomization how would one use the CS to make mods?

Define randomization zones and parameters in the construction set. Hand placed objects will be excluded from randomization, so you can create unique locations inside of randomly generated environments.

For example, in a completely constructed dungeon, you can designate some rooms to be randomly decorated, or define zones to randomly generate whole sets of rooms or even floors, all attached to the hand made dungeon.
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Eire Charlotta
 
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Post » Sat May 28, 2011 1:06 am

I am perfectly willing to ignore those facts for the sake of gameplay.

On the contrary, it could add quite a bit of spice to combat (with regards to blocking a weapon with a weapon), given that the shatter-resistance of Glass and Ebony and other fantasy materials (adamantium, daedric, etc) is unknown. More common materials, on the other hand (iron, bronze, steel) would carry the risk of being completely damaged by blocking, and potentially harming the blocker with metal shards and a jarring impact. A last-ditch attempt to save your skin, but ultimately irreparably damaging the weapon for good.

One thing to consider are the use of a http://en.wikipedia.org/wiki/Parrying_dagger for sword combat (probably not useful against polearms, axes, maces, and two handed swords).

A http://en.wikipedia.org/wiki/Buckler is a good light-weight blocking device that isn't very cumbersome to use. Probably not as effective as a full sized shield, but I can see thief-type character classes using them.

The goal would be to have less cumbersome (but less effective) alternatives to blocking with shields.
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Maria Garcia
 
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Post » Fri May 27, 2011 2:44 pm

But if there's randomization how would one use the CS to make mods?

How would it get in the way? There would still be tree models and environment tiles and all that to build things. It seems like it would be an easy matter to give an option to check an object as either "always in this spot," like a city, or "randomly appears in this area," like one of the example forest dungeons.
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Bellismydesi
 
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Post » Fri May 27, 2011 11:52 am

Elder scrolls V should bring back the Morrowind Style Argonians/Khajiit they were much better then the ones in oblivion.

:thumbsdown:
I guess I see what your saying but I liked Oblivions Argonians and Khajiits better.

:thumbsup:

IMHO, of course

Full plate armor did not occur/gain prevalence in Our World until around the 1400's. It's really complex stuff, too, with a lot of hinges and joints to make it surprisingly flexible.

:thumbsup:

Metal weapon on metal weapon shatters - unless the sword is http://en.wikipedia.org/wiki/Damascus_steel, or a similar process (as was common in Japan) to strengthen the metal against shattering on impact.

the material may be a factor, but from my knowledge it is not the only factor. a lot comes from where you parry, which is commonly performed using the forte
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Ryan Lutz
 
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Post » Fri May 27, 2011 6:49 pm

The risk of shattering is largely dependent on two things, to my knowledge: the type of impact the weapon takes, and the forging techniques used for the swords. A parry is less likely to cause damage than a full block, and taking an impact on the edge of the weapon will cause more damage than taking it on the flat.

Then there's the forging techniques/style of the sword. For instance, Japanese blades are forged in a way that lets them hold a sharper edge, but makes them more brittle, and increases the risk of shattering. Meanwhile, European swords are more flexible, and are more likely to bend before they break
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Trevi
 
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Post » Fri May 27, 2011 10:45 am

I am perfectly willing to ignore those facts for the sake of gameplay.

I agree, although blocking with a dagger is just ludicrous.

Still, we need parrying in the game (I already described the mechanic for it a few threads back, along with the controls, involving use of the grab button). Parrying should be made to be superior to blocking with one's weapon in most situations, and easier to pull off, as blocking should count for location as well (if you block high and they swing at your midsection or arms, etc, you should get hit).
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Ella Loapaga
 
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Post » Fri May 27, 2011 9:33 pm

perhaps different means of assassination


i know there is some kind of barbed wire thing....
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Ellie English
 
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Post » Sat May 28, 2011 12:54 am

I don't like randomization, no matter how minimal. I like knowing that the patch of grass I just passed is going to be there when I come back. I like using landmarks like rocks and trees to mark where I've been if I'm exploring. I don't want those rocks and trees to be in different spots, or not there at all, when I turn my back. Randomization in dungeons is okay, but not outside.
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Jordyn Youngman
 
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