TES V Ideas and Suggestions # 143,

Post » Mon May 02, 2011 3:28 am

No, more like "I heard the bandits live in the Blackwater cave. Go there to find them, I'll mark the location on your map." From there you go to the location, but the marker ONLY points to where the cave is. From there, you have to find all the bandits yourself. And that's ONLY if the NPC knows the exact location. If the NPC doesn't they'd highlight an area on the map where they THINK they're hiding. The following conversation would be like "Yeah, we've been getting hit from these raiders, but we have no idea where. All I know is that they come north of here, and I think in these areas." From there you have to search on your own, or ask around and hope other NPCs can tell you a more precise location, but it won't be marked down. And then there's the case where you are given clues and a place to go (or a description of a place), but there's no marker. From there, you need to do your own detective work.

:bowdown: Perfect.


Also, Important subject. Design. I don't want the same clich?'d design as in Oblivion. (Gonna assume Skyrim is gonna be used, although applies to anywhere)

Can y'all please come up with new unique Nord designs? (Not every Nord is a Skaal, so not Skaal stuff EVERYWHERE). Please come up with new creature designs.. Wolves, Bears, Spiders, Rats etc... Yeah, they're not going to kill the game, but part of Elder Scrolls awesomeness is its unique creatures. By all means, have those types of creatures, just not all over the place. Also, for landscape designs, I would suggest looking at the new World of Warcraft Northrend for some inspiration (Don't slaughter me for mentioning it), I would like to see Glaciers and snow, but I would also love to see areas without much snow.. I would like for southern areas to have that cold forest feel, where you may find loggers and werewolves (Think of Raven Rock), mid areas to be all snow-ey, with mayhaps a large important lake in the middle, and the north to be Icy, Glacier-ey, dangerous and all the high end monsters to be here. I would also like to see a lot of mountains around the west. Also, Please think about terrains being ruined. Necromancers could taint an area and give it an evil feel to it, with lots of undead running around (Again, look at WoW - the Scourge especially), or elementalists that create a lot of something - eg. Fire elementalists that live in a scorched place, Earth Elementalists creating mountains etc. I think that could also fit in well, considering the Nords being involved with Nature a lot.

Also, if there are any more werecreatures involved, other than werewolves, please, please, please, please remember that they don't all have to have the same physiology as werewolves, they just need to be half man, half creature, eg. I think Werebears would look more awesome as more bear. I've always said this for player mods, but it isn't possible...
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Kim Bradley
 
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Post » Sun May 01, 2011 12:29 pm

There better not be any more useless forts like there were in Cyrodiil... Also, in certain in-game books, I've read about Skyrim having "ancient, abandoned castles". Assuming The Elder Scrolls V is in Skyrim, they need to be there as well. Follow the already created lore, Bethesda.
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Christine Pane
 
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Post » Mon May 02, 2011 3:01 am

There better not be any more useless forts like there were in Cyrodiil... Also, in certain in-game books, I've read about Skyrim having "ancient, abandoned castles". Assuming The Elder Scrolls V is in Skyrim, they need to be there as well. Follow the already created lore, Bethesda.


As you say the forts of cyrodill fail, lets hope that the skyrim castles or forts WONT!.

Id love to seach a whole castle and finding old clutter, ancient paintings, statues all of them expensive and maybe a hidden crown in every skyrim castle, worth of 7000 gold.
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lilmissparty
 
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Post » Sun May 01, 2011 6:29 pm

More than one province.
Let me elaborate.
First, they could ship the game with one province, depending on what they choose.
Then instead of making a whole new game, they could add another province in the form of another CD (Try to go into another province and be asked to insert another disk) or DLC.
Then they just add onto that.
IDK.. Its just something I was thinking about right now.
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michael danso
 
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Post » Mon May 02, 2011 1:56 am

More than one province.
Let me elaborate.
First, they could ship the game with one province, depending on what they choose.
Then instead of making a whole new game, they could add another province in the form of another CD (Try to go into another province and be asked to insert another disk) or DLC.
Then they just add onto that.
IDK.. Its just something I was thinking about right now.


I do believe there should be expansions, but I want to see more Daedric Realms. They would fit in expansions. Provinces, however, deserve their own individual games and the way you are describing it makes it sound like you want TES V in separate pieces. I disagree with that.
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FoReVeR_Me_N
 
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Post » Sun May 01, 2011 1:25 pm

I do believe there should be expansions, but I want to see more Daedric Realms. They would fit in expansions. Provinces, however, deserve their own individual games and the way you are describing it makes it sound like you want TES V in separate pieces. I disagree with that.


This. Bethesda said when they were making the DLC for Fallout 3 that the days of them making big, Shivering Isles-esque expansions are likely over. Which makes the idea of them making an entire province into DLC virtually implausible.
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Lifee Mccaslin
 
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Post » Sun May 01, 2011 8:01 pm

I mean full games, with add ons, yes.
But like, I would want to go to other provinces with my character... wouldnt you?
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jesse villaneda
 
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Post » Mon May 02, 2011 2:27 am

I mean full games, with add ons, yes.
But like, I would want to go to other provinces with my character... wouldnt you?


No, thatt would mean that one of those provinces was chosen be less important and it would ruin the feeling I get when starting a new game in a new province with an inexperienced, new character. There wouldn't be enough detail and it wouldn't be fair to that province. Why not just make a new game if one is to try and create another province? I like starting a new game and being completely unaware of what the new province I am in is like. Bethesda could either make an expansion to cover a province, but that would be just wrong and the province would have had plenty of unrealized potential, or Bethesda could spend several years on the new province, like they would a game, and make it detailed, but they may as well have just made a new game that improved game mechanics, graphics, etc. from the previous game. I would rather have another game be made for the province.
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roxanna matoorah
 
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Post » Sun May 01, 2011 9:47 pm

I mean full games, with add ons, yes.
But like, I would want to go to other provinces with my character... wouldnt you?

Even if they presented them "perfectly", it would still have one major problem. TES games allow for a pretty godlike final character, and people often get bored with a lack of high-level content when there's no more challenge or goals. If they squeeze the continent into a single product, one game at a time, you'll end up in a situation where you've got all the full skills and massive power and epic loot you'll ever need when you've only done a tiny fraction of the game. Exploration is fun, but quickly loses impact when you have nothing to DO in any of those places. It works better as fully separate games, with fully separate characters.

There's also the fact that doing it well and properly could potentially take over a decade, after which they'd still be releasing games based on an ancient engine, not the best business model.
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Czar Kahchi
 
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Post » Sun May 01, 2011 8:05 pm

I have another suggestion, rework the game engine completely (please dont do a "rework" like you guys did for fallout 3), I'm talking about a whole new style like it was from TES2-3 or something where we get to experience more visually as well, think DirectX11.
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Cat Haines
 
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Post » Mon May 02, 2011 3:04 am

I just don't want to have to play another game where I have to grind skills in order to get a half-decent character. It's totally immersion-breaking and becomes extremely tedious when you want to play more than one character. Just think of the things people do to get a decent character in Oblivion: holding down the button on sneak and walking into a wall for minutes on end; endlesssly summoning creatures to attack over and over; running around chain-casting spells etc.

One of the things I immediately liked about Fallout 3 was gaining experience from killing enemies and completing quests. I'm levelling a character on Oblivion at the moment and trying to get a decent Marksman level makes me want to bang my head against a wall. In Fallout 3 all I have to do to improve my gun skill is distribute a few points into Small Guns when I level up. A much better system which allows me to actually enjoy the game without repetitious grinding.


Meet artificial kill quota and magically get powerful is *not* immersion-breaking? That's a new opinion...

Exp-based systems svck for skill-based games: meet arbitrary kill quota, get an unfettered ability to get better at skills you don't even use.

How does it help immersion to shoot the crap out of some mercenaries, disarm a dozen mines, and open a few simple locks... but I get better at sweet-talking folks? I might not even TALK to anyone between FO3 levels! Or: I want to get better at alchemy. So I make potions and sell them to invest in materials to make more potions. And I make enough money to upgrade my retort on the side, meaning my potions get even better, but I've actually taken steps to EARN this.


I don't claim the TES4 skill system was balanced, nor that the attribute multiplier system is good (it isn't. Someone, on hearing I played Oblivion, immediately said "I hope to Gd you're using a leveling mod"). But let's fix those issues rather than move TES over to the bland Kill Quota system that 90%$ of RPGs use.
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Teghan Harris
 
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Post » Sun May 01, 2011 11:29 pm

Meet artificial kill quota and magically get powerful is *not* immersion-breaking? That's a new opinion...

Exp-based systems svck for skill-based games: meet arbitrary kill quota, get an unfettered ability to get better at skills you don't even use.


It works for me in Fallout 3, but I see what you mean.

However the current system has its issues too. Take Blade for instance. In order to get the highest sword damage you need to get your blade skill maxed out. But why would my character need to make thousands of blade slashes before he's able to get the most damage out of his sword? If he's strong enough to hold a sword and hit an enemy at level 1 then it makes no sense that he's got to hit enemies literally thousands of times before he can inflict the most damage that his sword is capable of.

Same goes for Light and Heavy Armor. What does it mean to become 'proficient' in their use? You just put it on, end of story. It makes no sense that you must be hit thousands of times while wearing it in order to make it lighter or to provide better protection.

I wouldn't mind the skill levelling process so much if it actually allowed you to level efficiently without extra skill grinding. If killing mobs whilst doing quests was enough to make my character proficient in the right skills then I wouldn't mind so much. But simply doing that will make a weaker character over time, meaning that you need to grind in order to get a better character. And in my book, grinding is never fun.
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Prue
 
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Post » Sun May 01, 2011 3:02 pm

I want Bosmer have black eyes and horns again.
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Frank Firefly
 
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Post » Sun May 01, 2011 3:48 pm

It works for me in Fallout 3, but I see what you mean.

However the current system has its issues too. Take Blade for instance. In order to get the highest sword damage you need to get your blade skill maxed out. But why would my character need to make thousands of blade slashes before he's able to get the most damage out of his sword? If he's strong enough to hold a sword and hit an enemy at level 1 then it makes no sense that he's got to hit enemies literally thousands of times before he can inflict the most damage that his sword is capable of.

Because the blade skill is the virtual measurement of your character's technique. Go pick up a sword IRL and tell me how good you are with it minus training. Then, spend a few months or years being instructed in its use (to approximate training or learning-by-use) and tell me how much better you would be.

Same goes for Light and Heavy Armor. What does it mean to become 'proficient' in their use? You just put it on, end of story. It makes no sense that you must be hit thousands of times while wearing it in order to make it lighter or to provide better protection.

Same as above. Go put on some armor IRL and try to defend yourself with it despite never having worn it before. Then, get some training in its use and try the same thing.

The point is, it's not realistic or believable to expect someone to just pick up a sword or throw on some armor and be as good with it at the first use as they are at the 999th use. I'll give you the armor perks as unrealistic; no amount of training will make it physically weigh less. But still: You have to learn how to properly use these things, both in the real world and in TES, and for TES, what better way to learn proper use than by doing?

I wouldn't mind the skill levelling process so much if it actually allowed you to level efficiently without extra skill grinding. If killing mobs whilst doing quests was enough to make my character proficient in the right skills then I wouldn't mind so much. But simply doing that will make a weaker character over time, meaning that you need to grind in order to get a better character. And in my book, grinding is never fun.

Efficient leveling is only a big issue in Oblivion, and that's not related to the leveling system itself. It's related to level scaling. And if FO3 is any indication, Bethesda won't be implementing Oblivion's severe form of level scaling ever again.
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CHANONE
 
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Post » Sun May 01, 2011 2:51 pm

As you say the forts of cyrodill fail, lets hope that the skyrim castles or forts WONT!.

Id love to seach a whole castle and finding old clutter, ancient paintings, statues all of them expensive and maybe a hidden crown in every skyrim castle, worth of 7000 gold.

Exactly what I was thinking. Except, I don't want a crown in every castle...
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sharon
 
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Post » Mon May 02, 2011 2:14 am

I want Bosmer have black eyes and horns again.

When did Bosmer have horns?
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Rachel Eloise Getoutofmyface
 
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Post » Sun May 01, 2011 10:21 pm

When did Bosmer have horns?

Since the first PGE http://www.imperial-library.info/races/mw_woodelf.gif and in Morrowind male head #4 has horns: http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/horned_bosmer_01.jpg. More discussion http://www.gamesas.com/bgsforums/index.php?showtopic=1063084&st=20&start=20
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JERMAINE VIDAURRI
 
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Post » Sun May 01, 2011 5:16 pm

and in Morrowind male head #4 has horns: http://i468.photobucket.com/albums/rr50/Alaisiagae/Mod%20Screenshot%20MW/Misc/horned_bosmer_01.jpg.

Ah, never noticed that.
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SHAWNNA-KAY
 
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Post » Sun May 01, 2011 4:42 pm

Ah, never noticed that.

It's a new discovery for me, too. :D
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Katie Samuel
 
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Post » Sun May 01, 2011 6:03 pm

It's a new discovery for me, too. :D

TES needs more race variation like that.
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Nims
 
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Post » Mon May 02, 2011 3:04 am

I have a suspicion the armorer skill will allow the player to make armor out of resources, like in Tribunal, Bloodmoon and SI. After some elapsed time, since selling a piece of custom armor you've made, the level list should be updated to include that armor/weapon. If you don't want other npcs to look like you, wearing your armor, don't sell your custom armor/weapon.
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Rachael Williams
 
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Post » Mon May 02, 2011 12:27 am

I have a suspicion the armorer skill will allow the player to make armor out of resources, like in Tribunal, Bloodmoon and SI. After some elapsed time, since selling a piece of custom armor you've made, the level list should be updated to include that armor/weapon. If you don't want other npcs to look like you, wearing your armor, don't sell your custom armor/weapon.

I like that idea, armorer shouldnt be limited to repairing items.
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brenden casey
 
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Post » Sun May 01, 2011 3:57 pm

the Elder Scrolls version of Hulk Hogan

Yeah, I was thinking like Incredible Hulk. I can see swinging a car on a stick as a warhammer, if you're something equivalent to this.
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Susan Elizabeth
 
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Post » Sun May 01, 2011 3:37 pm

No skill/level cap.

I've been replaying Morrowind for the bajillionth time and my character long blade skill is approaching 100. I'm going to have to start using different weapons, but I don't want to. I should be able to continue to get super powerful with long blade.

Also, less major skills. I really liked how Fallout 3 made you only be able to tag 3 skills. As long as all those skills are made useful (instead of in Fallout 3 where Repair and Small Guns where the best skills in the long run), I think it would be a very good idea. Plus, I don't want it too have any bonus for specialization. One of the things I didn't like in Oblivion is that a highly specialized character would always be better off then a hybrid character. I want to be able to choose my skills and be good at them, even if one is blade, another is speechcraft, and another is alchemy.
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Milad Hajipour
 
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Post » Sun May 01, 2011 12:30 pm

Because the blade skill is the virtual measurement of your character's technique. Go pick up a sword IRL and tell me how good you are with it minus training. Then, spend a few months or years being instructed in its use (to approximate training or learning-by-use) and tell me how much better you would be.


Same as above. Go put on some armor IRL and try to defend yourself with it despite never having worn it before. Then, get some training in its use and try the same thing.

The point is, it's not realistic or believable to expect someone to just pick up a sword or throw on some armor and be as good with it at the first use as they are at the 999th use. I'll give you the armor perks as unrealistic; no amount of training will make it physically weigh less. But still: You have to learn how to properly use these things, both in the real world and in TES, and for TES, what better way to learn proper use than by doing?

I'm all in for learning by doing, but the game needs to reflect that better and more accurate.

The technique does determine how good you use a sword, but the raw damage per hit is mostly dependent on strength. You can pick up a sword for the first time and kill someone with it if you are strong enough. Go pick up a random stick IRL and smash it against something, not that much skill required. A random thug can knife you down IRL without training his blade skill or needing a back stab perk. When you attack someone who can defend himself, that is where skill is required. Sword technique can enable faster moves and combos, more accurate hits, and the ability to do damage trough defenses, but not increase the damage itself. A highly skilled but physically weak fighter could be even with a very strong but unskilled brute.
Same with archery, the technique determines how good you aim, but an arrow in the face is an arrow in the face.
Your armor blocks with or without your skill. Being proficient in wearing armor does mean you can move better in armor and are less restricted. Wearing armor untrained would mean it reduces your speed and agility. The raw protection, the amount of steel between a blade and your vital organs, would stay the same.

I know, a sword is something different than a stick, a skilled fighter could attack vital areas for more damage, and you can deflect hits with armor instead of blocking them. But my point is, that even if you have no skill at all, you should be able to at least use something. I think this could prevent grinding, as you don't have to train up to a minimum competency level before you can even play starter quests and kill rats to level up slowly. In morrowind you just keep missing until you grind a bit or pay a trainer, you cannot really start playing unskilled.
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Tikarma Vodicka-McPherson
 
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