TES V Ideas and Suggestions # 142

Post » Fri May 27, 2011 5:23 pm

Enchanted or magical items should not have a glow or a shine to them. Man that was annoying!
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suzan
 
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Post » Fri May 27, 2011 9:47 pm

possibly nick-names or last names etc.

for example

first name: "Hieronymus"
last name: "Lex"
nick-name: "Annoying Watch Captain"

you could switch the nickname around so it would be

Annoying Watch Captain Hieronymus Lex
or
Hieronymus Annoying Watch Captain Lex
or
Hieronymus Lex Annoying Watch Captain

of course, you dont have to fill in all of them, some people would just call you by your first name (if you filled that one in), or your nickname (if you filled that one in) or your last name (if you filled that one in)

you could choose what to have people call you

example:

"Hey, are you Mere-Glim"
"Yes, I am, but please, just call me Glim"

there could be titles, as well, and people would use that with your last/first name, or just the title

"Captain Hieronymus"
"Captain Lex"
"Captain"

now, i know TES traditionally doesnt use names, most just know you as "The Nameless Stranger," but, it is possible that someone would at least know your first name
beth could use what http://www.xtranormal.com/ did to make movies

with xtra-normal (im not advertising, im explaining) youd simply type something in and the actor would [try to] pronounce it. it doesnt matter if you typed in "supercalifragilisticexpialidocious," it would still make an attempt to pronounce it

EDIT: spelled "supercalifragilisticexpialidocious" wrong :P
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Cesar Gomez
 
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Post » Sat May 28, 2011 12:14 am

Enchanted or magical items should not have a glow or a shine to them. Man that was annoying!


They just did it wrong.

Why does my whole sword including the handel glow?

I like magic swords glowing and all, but realy, it could have been done better.
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Cash n Class
 
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Post » Fri May 27, 2011 11:10 am

Why does my whole sword including the handel glow?

i didnt know http://en.wikipedia.org/wiki/Handel glowed :blink:

but on a more serious note, ah......

uhm......... *scratches back*


uh.........

oooooooooo.......


ehhh....

designable tabards like in world of warcraft ?
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Matt Bigelow
 
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Post » Fri May 27, 2011 3:51 pm

I hated fast travel. I would have had much more fun if i didnt use it. it was just so tempting...... Portals in each major city maybe? But it comes with a price...... like a ferry i guess.

Also we need a much wider realm... i hated being able to walk across cyrodill in 4 and a half minutes.

Maybe we need a weight and a capacity limit. it bugged me that i could pick up 1000000 items that weighed .1 units( pounds maybe? i dont remember) and it just disapear into my invisable backpack.....

the whole beast of burden thing is a kool idea......

yeahhh so. yeahhh
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Charlotte Henderson
 
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Post » Fri May 27, 2011 4:40 pm

I hated fast travel. I would have had much more fun if i didnt use it. it was just so tempting...... Portals in each major city maybe? But it comes with a price...... like a ferry i guess.

It's not that it's tempting;it's that it is a necessity. There are no other options besides a painfully slow horse (which a player can run faster than with an appropriate speed stat). All of the quests send you across the country, forcing you to fast travel or use the same road you've used a million times before. Go ahead, pick your poison.
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^_^
 
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Post » Fri May 27, 2011 2:09 pm

Once again, http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1044483&view=findpost&p=15187288
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Alycia Leann grace
 
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Post » Sat May 28, 2011 2:06 am

They could always just use staves. I like no regeneration in Morrowind, it makes it much harder, and more fulfilling, to play as a mage.


I agree and disagree...? First the magic pool should raise similar to health. By level and a percent of willpower and intelligence. A larger magic pool would help make experienced mages obviously stronger as they should be as well you could make regen happen a couple ways. First with a bigger pool to use from you wouldn't need regen as much and could make combat regen slower and out of combat regen faster.

Also as far as fatigue...it def needs to be a factor when fighting, not so much like in MW every step cost fatigue but more so every swing of a weapon costs fatigue and much like my magic pool idea it would regen slow in combat and fast out of combat.
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Jessica Raven
 
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Post » Fri May 27, 2011 3:35 pm

I posted this in the last thread, but it was at the end:

I believe there should be more than one weapon slot for a character so that a character could have a sword at one side, a dagger on the other side, throwing knives around their waste on a belt, and their bow on their back instead of only being able to have one weapon equipped at a time. Those weapons are just examples, but I believe there should be several weapons slots so someone doesn't have to have their sword on one side, but can have a sword on the other side or on their back instead, and so several weapons can be on the player character at once, making them look cooler and more prepared for battle. In order to choose which weapon slot should be the dominant one at any time(the one that has the weapon that you are currently using), one could go their inventory menu and click on which slot they want to be the dominant one at the moment, or one could put each weapon slot on their hotkey and be able to switch in battle to a weapon from another weapon slot. This way, weapons that are hotkeyed don't have to just appear out of nowhere in battle. Instead, using the hotkey to make another weapon slot dominant would result in the player character sheathing their current weapon and unsheathing the weapon in the newly selected weapon slot. People have talked about more clothing slots, and I agree, but I also want more weapon slots.


Maybe a concealed weapon slot?
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Arrogant SId
 
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Post » Sat May 28, 2011 12:41 am

I think a big change needed is to seperate mage, combat and stealth into broader, very seperate ideas...

Mage....If you choose to be a mage you should start with basic spells from the categories you chose. Your magic pool should grow exponentially as you level and your willpower and intelligence grows... If you use conjuration to form daedric weapons you should raise your conjuration skill not the weapons skill. You should suffer penalties when you wear armour especially heavy armours until you master a certain armour than the effects should be minimul to non existing. having an unarmoured skill plus an alteration skill that has a useful shield spell where as an actual globe covers you a will take X amount of damage and lasts Y amounts of time or you could keep it constantly covering in costs towards your magic? You should eventually be able to constant effect a conjured or raised creature when master of conjuration and/or necromancy at a cost of so many points less magic. This would make playing a mage like playing a mage not a hybrid battlemage...of course you always could.

Combat...Two seperate parts...First will say a knight or warrior class...Using a shield at low levels should knock damage away but once you become master it should block all damage...Dual wield...at low levels should be inaffective and only able to use small daggers but when master should be able to wield large swords, maces, axes etc for large damage...if you carry a sword, dagger, throwing stars and bow you should see it on your character...You should only be able to carry what you see on your character and maybe a few pounds worth otherwise...2 swords or 3 daggers or 2 axes 1 bow and maybe 2 sets of armour, you'd have to pick and choose...
Second is stealth combot like assassins....At low levels of stealth 3x modifier for sneak attacks witha sword and 3x for a bow...At mid levels 6x modifier for swords and 6x for bow...when you master you can choose to instant kill human npc or grab them and take them to a dark corner to slit there throat...As far as sneak attack creatures, daedra etc should be based on where you hit them, at least with a bow. If i sneak attack an Dremora Lord with a Daedric bow from 20 feet away and hit them in the head...DEAD...Simple as that as far as if i miss and hit it in the chest there should be different modifiers depending on where i hit...Chest x10 legs x6?


Stealth...I really dislike using Chameleon so i don't use it...if i chameleon 100% not all npc shouldn't detect me. I should still have to pass a detection check based on my skill at using said magic and my agilty we'll say and the npc intellegence and there agility. same with invisibilty...There should still be some sort of skill check...


I also think that a mage should only ever be able to max certain skills so far. Blade 75 Shield 50...A combat based character shouldn't even get a single spell to start with and where a mage may be able to use a novice spell at novice a combat based character should only be able to cast that same spell when an apprentice or journeyman of the same skill and should never be able to cast as powerful of spells. Stealth based character should be the only one able to unlock very hard chests unless a mage has a very high alteration spell. Combat based character coulf bash a chest in with high enough strength ruining some of the stock inside but all levelled or high quality items would still be safe.

These ideas would really seperate the classes and make replay value high. You could still use hybrid cl;asses but a penalties. You could still be a battlemage but your magic pool would never be as large and damage done by weapons never as big as a pure combat charcter
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Je suis
 
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Post » Fri May 27, 2011 11:51 am

-SNIP-

I'd actually encourage thinking LESS in "The big 3", bonuses, penalties and perks.
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Janette Segura
 
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Post » Fri May 27, 2011 3:52 pm

i aplogize if this has been asked before, but what is the possibility for TES5 to be on market in 2010?

I remember a while ago seeing Todd's interview that the RPG game should come out every 4 year or so. for the series. and since TES4 came out in 2006, next TES should come out in 2010.
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Hope Greenhaw
 
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Post » Fri May 27, 2011 10:51 am

Something I wonder, why is everyone screaming NO when a suggestion leaning towards more realism is made with the justification that it “would make the game to hard to play” but then the same time people ask for artificial limitations and penalties that make it hard to play out of line?

I guess one thing is because a artificial limitation only affects you when you try to play out of line, if you stay in your way you can AVOID the penalty, but a realistic limitation would affect you no matter what direction you play. Just takes away the “reward” of not getting punished for staying in line.
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jasminε
 
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Post » Sat May 28, 2011 1:30 am

You do the same thing daniel.

This is the TES V Ideas and suggestions thread. Ultimtely its Bethesda who chooses what goes into the game, and seeing as the game is likely to be released next year the main game play mechanics would allready be set in stone long ago, so were all just letting off gas. The most they could do with these ideas is using them for DLC or new mods. Which is what I intend to do, make mods of some of the ideas that have been posted.

The First thing im going to do is make some new dinosaur mounts instead of horses to practice my 3D animation skills and add something cool to the game. And it'll be a nice substitutate for horses. Im thinking of a horse sized dinosaur like Dark Elf Dark Riders from warhammer.
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Cassie Boyle
 
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Post » Sat May 28, 2011 12:06 am

game play mechanics would allready be set in stone long ago

Good thing we've been doing these threads for years! :D

I think realism concepts should be added, most definitely. I always felt it was ridiculous that I was in the middle of an ash desert and I wasn't starving to death or withering like a prune.
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Everardo Montano
 
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Post » Fri May 27, 2011 10:39 pm

You do the same thing daniel.

This is the TES V Ideas and suggestions thread. Ultimtely its Bethesda who chooses what goes into the game, and seeing as the game is likely to be released next year the main game play mechanics would allready be set in stone long ago, so were all just letting off gas. The most they could do with these ideas is using them for DLC or new mods. Which is what I intend to do, make mods of some of the ideas that have been posted.

Sorry but that doesn't really make sense in the context, what does the game already being made to a certain point have to do with that?

And how is what i do "the same thing"? I'm asking for fewer artificial limitations that simply make no sense or just feel so shoved in they just stick out too much.

I just prefere game mechanics that make sense.
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Nikki Morse
 
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Post » Fri May 27, 2011 8:56 pm

I think realism concepts should be added, most definitely. I always felt it was ridiculous that I was in the middle of an ash desert and I wasn't starving to death or withering like a prune.

While I also want/have suggested realism elements in the past, I really feel they need a bigger game world for them. Situations of "Argh, this desert is brutal! I'd better head east for thirty seconds." would be just as ridiculous.
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Siidney
 
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Post » Fri May 27, 2011 11:48 pm

While I also want/have suggested realism elements in the past, I really feel they need a bigger game world for them. Situations of "Argh, this desert is brutal! I'd better head east for thirty seconds." would be just as ridiculous.

Good point, two points that make realism in games hard is a too small world and a too small time scale. A desert that's 200 meters wide is just as unrealistic as a day that lasts only 30 minutes, in such a world systems like starving and dehydration would hardly work properly.

The game world just needs to grow a bit.
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mollypop
 
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Post » Fri May 27, 2011 4:01 pm

How about giving the player malaria, and having to pop a pill every 10 minutes.
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Noely Ulloa
 
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Post » Fri May 27, 2011 1:39 pm

How about giving the player malaria, and having to pop a pill every 10 minutes.

Because that is not realism at all. That's a artificial time limit.

It's not just about implanting something it's about HOW to implant it as well in a way that makes sense and adds to the gameplay.
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Georgine Lee
 
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Post » Fri May 27, 2011 11:26 pm

Exactly. Thats just one of the many things that Ubisoft did wrong in Far Cry 2. Giving the player dehydration or starving to death would just svck.

However needing to eat in STALKER does make sense. It gives you ample waring that you are hungry and It doesnt just say your starving after 10 minutes and then u die. In stalker you only need to eat about once every day. And beign hungry doesnt affect your stats or change game play, just after a few days of not eatign you start to gradually loose helth untill you eat again.
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Sophh
 
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Post » Fri May 27, 2011 3:58 pm

Giving the player INSTANT dehydration or INSTANT starving to death would just svck.

Added a little "correction", having all effects hit instantly and with full force would svck but having effects that slowly build up would add to gameplay.
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Joe Bonney
 
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Post » Fri May 27, 2011 11:00 am

They could always just use staves. I like no regeneration in Morrowind, it makes it much harder, and more fulfilling, to play as a mage.


I would like to be able to buy 'blank' staves from a mage shop and enchant them myself, and whether they are enchanted or not I'd like to be able to bonk people on the head with them.

Also, I liked Morrowinds strategy with the enchanted weapons recharge system, they regenerate very slowly so if you sleep for a while they may be a third recharged. Makes sense as they draw their energy from you and the void, so just like you they regenerate magic potential. AND just like them, you should regenerate magic potential very very slowly, so it takes 3 days for a full recharge unless you find a mana well or something, or if you are a master mage you might regenerate mana more rapidly.

Stephen.
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Janine Rose
 
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Post » Fri May 27, 2011 2:23 pm

Wait.. theres going to be a new elder scrolls???!!! OMFG
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Benito Martinez
 
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Post » Fri May 27, 2011 8:58 pm

Wait.. theres going to be a new elder scrolls???!!! OMFG

Not sure if you got yours already but welcome to the boards, http://www.uesp.net/w/images/images.new/c/c4/Fishystick.jpg :)

And yes there WILL be a new TES, it has not been "officically" confirmed yet, there are no further infos at all but it has been said that there WILL be a new TES, so this is sure.
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lexy
 
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