TES V Ideas and Suggestions # 143,

Post » Sun May 01, 2011 2:28 pm

I agree that the bow system needs tweaking. Why does an iron arrow, shot from a silver bow, damage ghosts? When you would think only silver arrows would?


To add to that, why does an enchanted bow with no charge damage the undead?

And also we need some quests that involve defending the cities agianst other forces ( forces from another province would be cool). And to help defend that city, we need catapults, archer mounts, those big crossbows that shoot spears ( i forgot the name XP).

I also think that we need to use more animals in combat. Like horses ofcourse but also dragons or those giant elephants....

To sum it up, there needs to be more tactics to the combat in TESV....
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Georgine Lee
 
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Post » Sun May 01, 2011 7:36 pm

I hope they'll remember again what made Morrowind so unique and build on that again.
A big example are the Dwemer, having them NOT be dwarfs (contrary to what they are usually called) and instead design their gear towards being functional and technical rather than flashy was a nice move, one they sadly forgot in Oblivion it seems.

The first step they should take is STOP CALLING THEM DWARFS. Look at the "damage" that alone did, now everyone who started TES with Oblivion and doesn't research into the lore themselves thinks they actually are standard fantasy dwarfs. And as mentioned it was nice that their gear looked more functional that flashy, the robot shell armors where a lot cooler than the new Dwemer armor.
I'd rather see the Dwemer weapons look a LOT more either build on being functional (Dwemer bows looking like simply designed http://upload.wikimedia.org/wikipedia/commons/5/59/Compound_Bow_full.jpg [the crossbow actually like looked like that]), having them look like to be used by robots rather than people OR being more like machine parts and tools (A dagger looking kinda like a screw driver or ice pick, a club being a large wrench or a connecting rod...).
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ImmaTakeYour
 
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Post » Mon May 02, 2011 2:08 am

Why? Why set limitations on what might be good ideas simply because they aren't in a book? How do you think the book got written?

Stephen.


The world for the TES games has a written history and Lore that the Games play out.

I would suspect that the developers would not want to change or add in a new guild all of a sudden that has no written history within the lore just because its a good idea. Alot of the TES games player (Me included) enjoy the fact that some items, animals, enemies and armor appear in all the games, although they will look slightly different due to either the in world time lapse between the games or the graphics available. And imagination is not about introducing new things everytime, its also about changing the way you see things that have been there a while.

Their imagination was used when they originally wrote the lore for the game, now it is being used to bring that lore to life within each game.
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sarah
 
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Post » Sun May 01, 2011 2:47 pm

Shadowstrike45

i think the should have diffrent looking caves and dugens they all look the same sorry to say and make them creppy not just put a few zombies in and its suddenly scary

i think this would be great and im should any player in the world would love to have this in there game ( i think all guards should have names that would be soooooooooooo epic if the npc guards said different stuff to
like this)

if you killed a guard next to another guard they would say somthing like this ( "you..........you.........bastard ILL KILL YOU that was my brother ahhhhhhhhh Die!!" and then you start having a fight with him

and when the his brother died he would cry over his body and then say that

i think it would be sooo great to have somthing like that in the game but dont make it do it over and over

and if you went on a rampage on the street and killed a villager another villager would try to help with by draging his body away inside wile saying

("come on your gona make it dont die dont die on me")

and if you shoot one in the foot they would fall to the floor and start draging them selfs away begging for help.

Please comment thanks
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Spencey!
 
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Post » Mon May 02, 2011 12:39 am

We need "sub-armors" in the different armor types in the world, so instead of just "Steel Cuirass" there should be "improved Steel Cuirass" and "Breton Steel Cuirass" and "Rusty Steel Cuirass"

Same as weapons, Bethesda could easily have made broadswords, double axse, crossbows, spears and many other types.

Thinkin that diablo 2 is almost 8-10 years old and there are hundres maybe thousands of different items, that really makes it sad when thinking of the few items in the Tes games.
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Jonathan Egan
 
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Post » Sun May 01, 2011 7:45 pm

We need "sub-armors" in the different armor types in the world, so instead of just "Steel Cuirass" there should be "improved Steel Cuirass" and "Breton Steel Cuirass" and "Rusty Steel Cuirass"

Same as weapons, Bethesda could easily have made broadswords, double axse, crossbows, spears and many other types.

Thinkin that diablo 2 is almost 8-10 years old and there are hundres maybe thousands of different items, that really makes it sad when thinking of the few items in the Tes games.

Agreed, all armor shouldnt look the same just because its made of the same material.
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Alex Vincent
 
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Post » Sun May 01, 2011 10:30 pm

We need "sub-armors" in the different armor types in the world, so instead of just "Steel Cuirass" there should be "improved Steel Cuirass" and "Breton Steel Cuirass" and "Rusty Steel Cuirass"

Same as weapons, Bethesda could easily have made broadswords, double axse, crossbows, spears and many other types.

Thinkin that diablo 2 is almost 8-10 years old and there are hundres maybe thousands of different items, that really makes it sad when thinking of the few items in the Tes games.


Oblivion is the only one in the TES series that really falls in that category. There were a lot more weapon and armor types in Morrowind. And that is a really common complaint. I think pretty much everyone agrees with that :)
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ImmaTakeYour
 
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Post » Sun May 01, 2011 1:39 pm

It's been a while since I've posted this, so:

The Guild Ideas Post

With the Infernal City, we know that these specific guilds might not work in TESV, but the general idea still works, I think.

Overview

There are three major changes I want to see for all guilds:

-First, each guild should have both the overarching story that Oblivion's guilds had, as well as the more everyday duties present in Morrowind's. The regular duties make the guilds feel like actual guilds, while having a story make the guilds more interesting, and gets the player more invested in them. Regular duties would include both randomly generated and hand-made quests

-Second, you don't get to be the guildmaster. It doesn't make much sense for the newest recruit to become the leader a mere few weeks after joining; besides, the guildleader logically ought to be spending a fair amount of the day pushing paper, which is hardly compelling player content. So, the player can rise high in the guild, perhaps even being second only to the guildmaster, but you don't get to be the leader. Besides, leaving the guildmaster in place gives you a superior who can assign you randomly generated quests.

-Third, in-guild specialization. After reaching a certain point in any guild, you will be asked to specialize in one branch of the guild, and you will rise in rank in that specific branch. Your choice of specialization determines the kind of regular duties you get, while the overall story of the guild remains the same.

Fighter's Guild

Oblivion's Fighter's Guild actually came closest to the structure I'd like for the next game's guild; you did a couple ordinary duties, and then you got a main story quest, then a couple more duties, then another story quest. I'd just like to see each guild be larger. Of course, I'd like something more complex than 'mercenaries fight bad mercenaries' for the story. The specializations would be based on the type of jobs you prefer to take:

Branches

-Bounty Hunter: people who track and capture criminals, runaway debtors, and so on.

-Thief Catcher: an urban mercenary paid to catch or kill thieves, or protect shops. Would involve more 'playing detective' than bounty hunters do.

-Retrieval Expert: paid to retrieve items of any sort, usually from dungeons, or remote stretches of wilderness.

-Gladiator: wealthy patrons are sometimes willing to hire skilled warriors to fight for them in the local arenas and fight pits.

-Soldier: guild members who work in the mercenary companies that serve with local armed forces

The Mage's Guild

First and foremost, magic really needs to be required in the Mage's Guild questlines. And not just requiring a certain rank of skill to advance, but quests that require the use of specific spells; the pillar in the alyeid ruin in Oblivion was a good start, but it needs to be more common than that. There also needs to be a balance in the types of quests: both the overarching story of Oblivion's guild, and the multitude of more everyday duties that made up the guild quests in Morrowind.

I would repeat Oblivion's system of each branch of the Mage's Guild being devoted to a different school of magic, and these would be the branches that you would have to devote yourself to at some point. Each branch would have a different look, and different types of duties that they focus on. Here's what I'm thinking for each school:

Branches

-Destruction: The destruction guildhall basically serves as a magical equivalent to the Fighter's Guild, providing arcane mercenaries to those who need something blown up. Their guildhall is basically built like a small fortress (although, intended more to contain the energies the mages throw around, rather than to keep anything out), containing targets, training yards, and a dueling circle enchanted to let combatants throw dangerous magic at one another, without the threat of anyone dying.

-Alteration: with their range of magic designed for getting into places, such as flight, waterbreathing, and cracking locks, alteration specialists make the perfect explorers, spelunkers, and dungeon delvers. Because of this, the Alteration guildhall serves as the Guild's archeologists, using their skills to pick their way through ancient ruins searching for valuable artifacts and lore. Their guildhall is a tall spire packed with the various odds and ends they've pulled from numerous sites over the years. While the tower has stairs for visitors and apprentices, most mages get around by using levitation.

-Restoration: predictably enough, restoration specialists serve as healers in the province, using magic and concocting rare medicines to help the ill. Their guildhall serves as a large hospital, with the ground floor given over to patient care.

-Illusion: with their ability to sway minds and slip quietly into just about anyplace, illusionists thrive on playing politics, and thus serve the dual role of the public face of the guild, and acting as spies. Whether it's slipping into a party to hob-nob with nobles and "influence" their policies in favor of the guild, or getting into well-guarded places where they can "just happen" to overhear a key bit of information, illusionists work to keep public opinion in favor of the guild. At first glance, the illusion guildhall appears to be the height of opulence, but the private quarters of the mages seem to defy reason: the dunmer's room appears to be straight out of a Telvanni mushroom tower, the khajitt's room to all appearance seems to be the interior of a desert nomad's tent, and so on. Those who can pierce illusions can see that the guildhall is in reality a plain, rather simple affair that the mages have decorated entirely with illusion.

-Conjuration: with their extensive study of Oblivion, conjurors have been tasked with keeping track of the machinations of the Daedra Lords, as well as the cults in their service, and to curb those plans when needed. Predictably enough, their guildhall is full of Daedra; summoned skamps perform the menial tasks around the hall, and the hall also contains a "zoo" of all Daedra breeds bound in binding circles for the study of the apprentices.

-Mysticism: mystics study some of the least understood aspects of magic. Usually, mystics lead an almost monastic lifestyle, pursuing their studies, but they always seek news of odd supernatural events, that they might learn from them. Some of the most powerful of these mages are able to sense the buildup to some of these events, and send members to witness it, including things such as apotheosis, the dragon break, and so on. Their guildhall is the stereotypical mountaintop monastery.

*Necromancy: after the events concerning the King of Worms in Cyrodiil, necromancy isn't exactly in the good graces of any provincial branch of the Mage's Guild. There's no hard and fast rule against necromancy, and you won't face penalties for using its spells, but there's no official support for the school: no guildhall, and no training in any of the spells.

Thieves Guild

The thieves guild was pretty good in Oblivion, but it could stand to be a little less Robin Hood. I do like that they frowned on killing on the job, and want to see that continued (at least, in most cases). The specializations for the thieves guild are based on the types of jobs they take. I had contemplated making pick-pocketing one of these specializations, but I think that might be too narrow a concept to provide a range of quests, so I think pick pocketing would be a common duty for newer members. So, I'm thinking the following for specializations:

Branches

-Burglars: thieves that specialize in breaking into buildings and snatching the contents.

-Smugglers: focus on obtaining illicit goods, and getting them in and out of cities.

-Spies: rather than stealing goods, the thieves guild's spies seek out information that can be sold to interested parties.

-Enforcers: the rare exception to the guild's usual rules against excessive violence. The thieves guild frowns upon independent thieves, and enforcers exist to let those independents know just how much they're frowned upon.

Church of the Nine Divines

I never really played the Imperial Cult in Morrowind, but I'd assume that'd be a good place to look for inspiration. Predictably, you would be asked to enter into the services of one of the divines:

Branches

-Akatosh: Dragon God of Time
-Talos: God of the Empire
-Arkay: God of Life and Death
-Julianos: God of Knowledge
-Kynareth: Goddess of Air
-Zenithar: God of Commerce
-Stendarr: God of Mercy
-Mara: Goddess of Love
-Dibella: Goddess of Beauty

Dark Brotherhood

As before, this is the guild of assassins. Now that it's been made part of their mythos in Oblivion, Sithis worship should remain part of the guild, but it should also be shown that there are plenty of members who are simply in it for the money, or the love of killing.

Branches

-Saboteurs: when someone needs to be killed, and it needs to look like an accident, these are the people who are assigned. Saboteurs are masters of misdirection in their killings.

-Slayers: assassins used for more straightforward killing. Many slayers specialize in stealth, going unseen about their jobs, and only taking the life their being paid for, while others are more straightforward, and live for widescale slaughter.

-The Keepers: the priesthood of the Brotherhood's dread patron. They serve the spiritual needs of the Brotherhood, and of course, take lives in the name of Sithis.

-The Crimson Scars: named for a traitorous group that arose in the Brotherhood in Cyrodiil, the Crimson Scars are made exclusively of vampires. The Scars take on some of the most difficult assignments, ones where their unique abilities are the most useful.

Order of Eternal Life

Crappy name, I know, but it gets the point across.

It's been a common request to have a necromancer guild of some sort in the next game; this is my attempt at one that, while not exactly kittens and rainbows, at least isn't of the unambiguous "Mwahahah" evil variety. I also found that with a pure necromancer guild, I just couldn't get the kind of in-guild specialization that the Mage's Guild has in the above paragraphs, and which I wanted here as well, so this goes in a slightly broader direction than just necromancers.

The Order of Eternal Life is, as might be expected, a collection of magic-users and scholars who have come together for once purpose: to achieve immortality. While not intrinsically evil, these people do tend to be of the 'ends justify the means' mentality, and are perfectly willing to break a few eggs, if it will bring their studies one step closer to their ultimate goal. On top of the numerous mortal mages, the Order includes in its ranks such beings as vampires and liches, who are happily accepted in hopes that studying them will help bring about better forms of immortality (or to those who don't mind the downsides, provide a quick means of achieving their goal). The Order is ruled by a council of those rare few who have actually achieved immortality. Even though they have discovered how to become immortal, they don't share that info with just anybody, claiming that one must prove themselves worthy of such of gift (although the truth is probably that they just don't want to share power, if they don't have to).

While they all seek eternal life, the members of the Order differ on the preferred means of achieving it. Newer members of the Order will be expected to choose a specific school of magic that they will focus their studies on, from the following:

Branches

-Necromancy: the most common school in the Order, as necromancers don't have the support of the Mage's Guild that the practitioners of the other schools could call on, if they desired. Necromancers believe that by studying the magic of death, that they might one day conquer it. The path to immortality for them is lichdom, undeath that allows them to retain their mind and self, unlike the other undead.

-Conjuration: conjurors hope that by studying the immortal daedra, that they may in time become like them. They hope to find a way by which they can leave behind their humanity, and become daedra.

-Restoration: restoration has many spells designed to change the caster's body, making them stronger or faster, or even changing form entirely into another creature. It is by this means that restoration-specialists in the Order hope to achieve everlasting life: they hope to find the 'perfect form', and by using magic to shapechange into that form, they could live forever.

-Mysticism: mystics study magic that alters the flow of time, and through this, they hope to alter time to cause their bodies to cease aging, or at least slow it. Mysticism also deals with magic of the soul, and being able to free their perceptions of their body, which some mystics in the Order hope can be used to free themselves from being tied to just one body.

Vampire Clans and Lycanthrope Packs

These would be an exception to the whole specialization thing. Instead of starting off as a generic member and specializing, you would simply join the specific clan for the type of vampire you became, or the pack for the breed of lycanthrope you are.

Something Local

The place where Oblivion really fell short when it came to guilds, was that it had no guilds that were uniquely Cyrodilic, this is what TESV needs to have. Every province has something unique that could work as a guild or faction: Morrowind has the Houses, the Temple, and the Morag Tong; Cyrodiil had the courts of the different counts (or could have been condensed into just the Colovian and Nibenean courts), and you can't swing a dead cat in High Rock without hitting a local knightly order.

If we assume Skyrim as the next setting, I would go for groups such as the warrior societies backing the major Skyrim kings, the Cult of Shor, and the Tongues.
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Allison Sizemore
 
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Post » Sun May 01, 2011 3:33 pm

I have a suggestion for an expansion/dlc. Now, I know the game isn't even out yet, but here me out:

Lets assume TESV takes place in Skyrim. Current lore says that the county of Solitude is funding expeditions into the Sea of Ghosts, and that they've annexed the island of Roscrea, essentially making it a part of Skyrim. So, for possible DLC, why not let us travel there? Everyone loves exploring new lands, and Roscrea is one of the many places on Nirn that we know about, but have never seen.
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Alexis Estrada
 
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Post » Mon May 02, 2011 1:38 am

Spears

Crossbows

Unarmored

Enchanting and Spellcrafting. I should be able to do this myself, not pay to have the Mages Guild do it.

Craftable Armor. I think Armorer skill should allow me to make my own armor with ore and a forge.

More varieties of Armor. I liked how much there was in Morrowind. Nordic Mail, Bear, Wolf, etc. I'd like more of these to be brought back.

Separation of Long Blade and Short Blade. They're not the same.

Separation of Axe and Blunt Weapon. Axes are not blunt.

Were-creatures: Werewolf, Wereboar, Werebear, etc.

More Artifacts. I found Oblivion to be greatly lacking in this aspect, where as Morrowind, I found much joy in collecting rare and unique items.

Dual-Wielding Weapons

Tattoos

Facial Hair. This is an absolute must. I hated how on Oblivion I couldn't have a beard.

A more streamline Character Customization system. I had fun with the Oblivion one, but I'd rather not spend 4 hours customizing my character.

A Wider variety of Hair-styles, reflecting the character's racial backgrounds. If I'm a Nord, I want a more Viking-esque array of hairstyles, like the ones from Morrowind.

Obtainable Scars. I liked in the game Fable how if you got scars from battle, and would like to see a similar system in the next Elder Scrolls game.

Sweet Spots in combat. I think if I slash someone in the throat, it should do more damage than if I slash them in the shoulder.

Decapatation, and other forms of disembowelment. I want to chop people into pieces.

Partial Nudity. This was in Daggerfall, and I see no problem with t. In the old days of Table-Top Dungeons and Dragons, the handbooks contained artwork featuring topless females, and in a society where there's supposed to be equality among genders, why should women not be able to show their chests when men can?

The Ability to travel to every Province. In Oblivion, you constantly heard of stories in other provinces such as Sumerset and Morrowind, yet you couldn't witness it for yourself. I'd really like to be able to go to places like Skyrim and Valenwood as well.

Deeper insight into the Dwemer, and possibly the ability to find out where they went. In the Elder Scrolls. the Dwemer were always my favorite lore subject, yet I'm still left hanging as to what happened with the Disappearance of the Dwarves.

A look at Akavir. This is another great lore topic that I'm sure we'd all greatly appreciate.

Marriage. This is something I always wanted to see. I think since we can purchase a house, we should have the ability to meet and marry various NPC characters.

Children NPCs. This is a rather trivial, yet mood-setting addition I'd like to see. I always thought it was weird walking around the Imperial City, or one of the other towns and not seeing any children running around or anything.

Dragons. I see alchemical ingredients like "Dragon's Tongue" and I think: "Where are the Dragons?"

Armor Display Cases for out homes. Even if I'm not wearing it, or have enough weight capacity to carry it in my inventory, I'd like to put my collected armor sets on display in my home.

Pack Animals/Wagons. I often become over-encumbered in my travels for treasure, and really wish there was a way to carry more loot. A pack mule, or the ability to have my horse mount pull a cart around would be nice.


I thought of some more stuff I want.

-Multiple Ending Outcomes. This was in Daggerfall, and your choices affected the outcome of the game. I want that back in the game, because it adds more user definition, that Morrowind and Oblivion lacked.

-The ability to wear Clothes under armor under robes. I hated how Oblivion took this out. While we're at it, I'd like capes and cloaks as well.

-Bring back Climbing and Swimming attributes. Not only are there times in Morrowind and Oblivion I really wish I could climb, but I also think that it'd be more of a challenge for you to have to train your swimming skill, and for some people, be unable to swim.

-Medical skill. Another piece from Daggerfall. I think even non-spellcasters should have the ability to heal themselves via means other than magic or potions.

-Seasons. There's clearly an indication of days and months in the game. How about some change of weather to signify it?

-A Simplistic World Editor available to Console Users. I never got to play Oblivion on the PC because I didn't have the money to buy a computer capable of running the game. I'm sure many console users wish they could design their own castles, dungeons, and other things, and perhaps the ability to share the custom content over Xbox Live.

I'll post again if I think of anything else.
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natalie mccormick
 
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Post » Sun May 01, 2011 4:17 pm

The ability to carry furniture in our inventory. This is for house-decoration purposes, we could drop them wherever we wanted. And the ability to construct a house or home wherever we want in the game world.
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Guy Pearce
 
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Post » Sun May 01, 2011 6:13 pm

...-A Simplistic World Editor available to Console Users. I never got to play Oblivion on the PC because I didn't have the money to buy a computer capable of running the game. I'm sure many console users wish they could design their own castles, dungeons, and other things, and perhaps the ability to share the custom content over Xbox Live...

This. I want it.
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Adam Baumgartner
 
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Post » Sun May 01, 2011 8:32 pm

I would like to live a sort of double life in-game, by day your character can(when you feel like it) have a boring day job to earn some coin, maybe somthing like a forrester or a alchemists assistant, collecting different plants and such. But by night you are a twisted skooma addicted killer, or a talented yet slightly unhinged practicener of the arcane arts. Or whatever, anyways i want different jobs for better RP purposes.

Is there still not even the slightest mention of release on existing consoles? ''Cough'' next gen . . .
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Pete Schmitzer
 
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Post » Sun May 01, 2011 8:35 pm

I was going to suggest something similar to Garry's Mod, but than I realized that we already have the construction set.
But than I was like, maybe offer something similar to Garry's Mod for the console versions?


@mini clamp
You can already kind do that if you are inclined to role play it.
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Penny Wills
 
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Post » Mon May 02, 2011 12:07 am

I thought of some more stuff I want.

-Multiple Ending Outcomes. This was in Daggerfall, and your choices affected the outcome of the game. I want that back in the game, because it adds more user definition, that Morrowind and Oblivion lacked.

-The ability to wear Clothes under armor under robes. I hated how Oblivion took this out. While we're at it, I'd like capes and cloaks as well.

-Bring back Climbing and Swimming attributes. Not only are there times in Morrowind and Oblivion I really wish I could climb, but I also think that it'd be more of a challenge for you to have to train your swimming skill, and for some people, be unable to swim.

-Medical skill. Another piece from Daggerfall. I think even non-spellcasters should have the ability to heal themselves via means other than magic or potions.

-Seasons. There's clearly an indication of days and months in the game. How about some change of weather to signify it?

-A Simplistic World Editor available to Console Users. I never got to play Oblivion on the PC because I didn't have the money to buy a computer capable of running the game. I'm sure many console users wish they could design their own castles, dungeons, and other things, and perhaps the ability to share the custom content over Xbox Live.

I'll post again if I think of anything else.


Another idea.

-I want to be able to own a shop. Similar to buying a house in town, I think it'd be great if most every town had a vacant shop you could open up, name, and stock with items. You would hire an attendant, and would receive a weekly income from it. The weekly income would fluctuate, depending on what kind of items you stocked there, and how much sold.
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Siidney
 
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Post » Mon May 02, 2011 4:32 am

I was just playing Dragon Age Origins and it occurred to me that Oblivion very rarely actually gave you optional endings to quests which really detracts from the roleplaying experience.

Also, i'd like to see incarnations of the divines like in morrowind

and wounds
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Marcin Tomkow
 
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Post » Sun May 01, 2011 10:54 pm

I want to be able to pick 10 skills instead of 7.
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loste juliana
 
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Post » Sun May 01, 2011 9:15 pm

This is just a quick thought, I'd like to post more comprehensive things later...

You'd be wise to create a fleshed out comprehensive Vampire Clan. Since Vampires in general are rising in popularity in the media, and many players of TES are obvious fans of them (just look at all the Vampire adaptation mods) it would be nice to see an in-depth adaptation. I'm full of suggestions but I thought I would just kick it off by saying it's a good idea on account of it's growing popularity especially amongst younger people.
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Yung Prince
 
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Post » Sun May 01, 2011 12:41 pm

I want to be able to pick 10 skills instead of 7.

How about picking no skills and just your highest being the top ones automatically?
Though i personally also suggest a complete overhual of the skill advancement and start out system as well.
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Elea Rossi
 
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Post » Mon May 02, 2011 3:55 am

For the collectors edition of TESV, I would really love it if there was a new edition of the Pocket Guide to the Empire. I love condensed lore like that, and it never hurts to update fans on what's happened in each province since the last game.
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Janine Rose
 
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Post » Sun May 01, 2011 10:39 pm

Conversation varieties

I was bored, and figured I'd go into some more detail on how things could work, instead of just saying "I want ___." Naturally, this is all assuming my own skill list and past http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1056032&view=findpost&p=15329030 on a dialogue system.

*Difficulty*
If the player is on the "losing" side of conversational skills, the Opinion and Influence values will be rough estimates, or hidden entirely, representing the difficulty of controlling the conversation over someone better with words than they are. Though all the various factors of conversation will still work, they will be less effective (you can still compliment someone and have it work, but won't know how much, and may also unknowingly offend them). Other factors may add a layer of difficulty, such as a mask or other expression-hiding object making it hard to recognize Opinion, or too "alien" entities (such as daedra) being much harder to read.

*Escaping blame*
If enough evidence points the finger at someone, a guard will approach them for questioning. In most cases this ends in arrest (or an escape attempt), but silver-tongued criminals can talk their way out of jail. While the Deception: Bluff skill is vital for denial, skill with lies is seldom enough alone. A character talented with speech can subtly redirect conversation to learn about the guard without appearing to be changing the subject, learning their personality and using it to raise the guard's Opinion score. For example, if the guard asks whether the character was in a certain place at a certain time, blunty talking about something else will be recognized as changing the subject and increase suspicion. Someone with a higher Speechcraft: Information skill, however, may have an option to turn the question around and ask what happened at that place/time, hear reference of a specific inn, and offhandedly comment on it to hear what the guard thinks of the place. Clever lies and a high Opinion can convince a guard of someone's innocence, although if the evidence is piled high enough it can't be weaseled out of.

*Duress*
In addition to in-conversation praising and intimidating, outside factors can have a large impact. Pain, for example, can considerably increase someone's Influence value as well as vulnerability to intimidation. Whips, though seldom life-threatening, are highly painful and frightening, and people with trained animals or slaves may employ them to speed up their following of orders (such orders can be given to a variety of followers via the Request option, with beatings effectively functioning as non-conversation Intimidation to prompt them to obey them faster). Morale can be manipulated similarly; if you walk up to someone and order them to do something, they will probably refuse. If you smash the door down and murder their family, they'll probably have a different response. On the other side of the spectrum, gifts and other kindness can raise Opinion and/or Influence outside of speech.

*Magic*
Charm and Command spells can be used effectively to twist conversation. Charm increases both Opinion and the effectiveness of Praise and Exclamations, while reducing the penalty for failure or insults. The impact of all effects depends on the spell magnitude versus the willpower and speech skills of the target, which allows them to know something is wrong. If the difference is too small the spell will fail, and the target will not be pleased. On the other hand, powerful mages can induce almost total adoration in weak-minded subjects. As long as the spell is cast before conversation and dialogue is finished before it ends, the victim will not notice anything wrong. Otherwise, the noticeable and sudden shift in opinion will make them aware of what was going on. Though Charm spells are not typically illegal, they are seen as immoral, manipulative tricks, and will seriously damage Opinion if caught. Command spells will increase the target's Influence, again depending on magnitude versus willpower. As the nature of the spell is attempting to force control, simple speech skills no longer apply. Lesser Command spells are best combined with other methods of influence, but stronger ones can force obedience by themselves. Command spells are often illegal, as they rob someone of their free will.

If the player is the target of a Charm spell, they will receive incorrect information on the caster in conversation, viewing them as allied to the same factions and ideals as they are. High magnitudes reduce the effect of Praise/Intimidate/Bribe options, eventually nullifying them, while the character's Opinion/Influence scores appear to change normally, as they are (unknown to the player) in charge of the conversation. If the player is struck with a Command spell, the effect of all attacks/hostile spells toward the target are reduced depending on the spell magnitude versus their own defenses, eventually making them incapable of attacking or casting non-healing spells toward the caster. Conversation with the individual appears normal, but any requests they make will be checked against the spell's magnitude; any which are affected by the spell will be counted as being answered in the caster's favor, regardless of what the player thinks they answered. In this way the player can effectively be given randomly-created quests that benefit the caster, ranging from performing to tasks to simply giving them something, like money or an item. Unlike normal quests, failure to perform them simulates being cursed, indirectly harming the character the longer they fail to perform the task, unless they can dispel the effect upon themselves.

*Conjuration*
Speaking to daedra typically follows the same forms of conversation, but is often more difficult in most every way. In minor cases this can be used to build faction relations with different types of daedra, usually to make summoning spells easier by making them willing to come to your aid. With effort, one can also cast a ritual to speak to a Daedric Prince. Doing so is risky and difficult, as standard conversation skills are largely ineffective. The prince's disposition toward the character will depend on many factors, such as how and when they were summoned, relations with any relevant factions, and harder to control factors like conflicts with daedra from their realm or behaviors they disapprove of. One must often do research before speaking with a Daedric Prince in order to know how to talk to them, using proper titles and mannerisms, through careful use of the Expression tab. This is often learned through followers and literature of the religion. Charm and Command spells are useless; partly because they would have no effect, partly because the conversation is often held indirectly through an object like a statue, instead of any targetable manifestation. These conversations are usually held to ask for information or a favor. For example, the player might ask for the secrets of an individual, like possessions or faction relations known by very few, where they keep an object, their future plans (effectively giving the player a peek at their AI schedules), or to wish protection/harm upon someone. Whether the request is answered favorably or negatively depends on above factors, as well as the unknowable random whims of the prince. The magnitude of the answer is mostly outside of the player's control; wishing someone harmed can result in small injuries, monsters summoned near them, or being directly struck down. A priest can attempt to contact Aedra in similar ways, but while their responses are often less confrontational, they are more taciturn and distant from mortal affairs and harder to speak to at all.

*Necromancy*
Aside from creating undead, a necromancer can also attempt to summon and speak to a spirit of the deceased. This can be any random ghost, or a specific individual if they have an item relevant to the person (usually just their corpse). Existing in a different plane and no longer bound by any material thoughts or rationalities, the dead can be very difficult to talk to, but also have access to unique information. Charm and Command spells are ineffective; spells creating undead use the spirit more as a puppet, but do not reach its distant mind. Barely interested in or even aware of what's going on, the spirit also lacks any Opinion/Influence values. These conversations can be irritatingly vague and confusing, as the spirit may or may not even directly respond. Effectiveness depends on both speech skills and necromancy skill, the latter increasing conversation length and the likelihood of a relevant response, the former increasing the chance that potentially incomprehensible responses can be arranged into something legible. Not surprisingly, a ghost cannot be praised/intimidated/bribed, but using those options to alternately phrase a question may be the only way to get the desired answer. This is done almost like assembling a puzzle; using their skills, the necromancer must maintain the conversation long enough to "find" the pieces of answers they need. After the spell is done, they are given a journal entry summarizing what they were able to get. It takes great skill to come away with a clear answer, with most necromancers having to combine the results with their own intuition.

*Language*
Speaking with an individual whose language you don't know is mostly impossible, but becomes more doable as you learn. Individual words in the NPC's statements gradually become translated as skill increases, and more response options slowly become available accordingly. Similarly, the keyword list grows as you become more capable of saying them in their language. Failed statements are fruitless and generally do not impact Opinion/Influence, but will end the conversation more quickly as the individual gives up. Hostile creatures, regardless of species, require some knowledge of their language to attempt to stop them, though it has no impact on whether they'll care what the player has to say.

Well, I've killed time...didn't go into great detail as it would take forever and make the post huge. If there are questions fire away.
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Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Mon May 02, 2011 3:40 am

Shadowstrike45

Things i want to see in the next oblivion:

npc emotions i want to see crying real hate
npcs walk away a bit if you pull out your sword because they fear you
more reactions from the guard npcs all the do is stand there maby get 2 guards at the gate to start telling jokes untill the captain guard tells them to get back to work
dungens and caves in the first oblivion all the caves and dungens all the same in side but they did do well in fallout they fixed this problem
lots and lots and lots of different animals were wolfs,dragons,pigs,cats,dogs,flying demons etc
and i want to chose out of loads of different armours like heaps more then the first one dragon hide, dirty steel, broken iron body and lots more
and if your armor needs repairing make it look like it needs repairing put some cuts broken of armor bits cut straps missing boot i want to look at my self and be like crap i need to repair this armor
and i agree with the other guy if your in a battle with no helmet because it looks cooler if you get sliced in the face make it leave a scar
i want to see body parts people you did really great in fallout but in the next oblivion if i chop some ones arm i want it to come off
magic to cast a spell all you do is put your hand up have a look at fable 2 there spells look like they could do some damage
when your running though bush lands when you run though the grass and plants could you make the plants move when you run into them
i also think that the main people in it should have more health rather then make them invinsible
and i did very much like the war at the end on oblivion but i want a bigger war like guys trying to brake down the castle gate and your army is fireing arrows down at them and arrows are flying back up and kill guys which then fall of the castle wall
and if you get a npc really weak and there on there last legs you should make them crawl away in pain begging for help


thanks for reading what i think please comment thanks!
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Danii Brown
 
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Joined: Tue Aug 22, 2006 7:13 am

Post » Sun May 01, 2011 3:19 pm

The world for the TES games has a written history and Lore that the Games play out.

I would suspect that the developers would not want to change or add in a new guild all of a sudden that has no written history within the lore just because its a good idea. Alot of the TES games player (Me included) enjoy the fact that some items, animals, enemies and armor appear in all the games, although they will look slightly different due to either the in world time lapse between the games or the graphics available. And imagination is not about introducing new things everytime, its also about changing the way you see things that have been there a while.

Their imagination was used when they originally wrote the lore for the game, now it is being used to bring that lore to life within each game.


Ok, so here's a question, where is the lore written about 200 years after the Oblivion story? Surely this concept is new, and even if it is not, wouldn't there be some new guilds, new people, new stories, new houses, new families? 200 years is a long time and I'm sure that in that time the whole world has changed, if not by much then at least by a little.

Also, I've always wanted to play a TES game set 5000 years in the past, when they're talking about just coming out of the Metheric era and the akaviri and all the new races are fighting to set up the empire in the first place. The world changed quite a bit between then and Oblivion, new guilds popped up and so forth, but all that was within the written lore.

So, if the lore for the future is written I'd like to read about it, at least then I'll know that my new ideas won't fit into it and why. I'm not talking about massive changes to the lore, just a few new groups of people who had the idea to band together and start their own guilds. If there are already new guilds, that's great, I'm just trying to suggest that there be a lot more of them and that we be imaginative with naming them.

Stephen.

For instance, there was an underground newspaper in Mournhold in Morrowind, which consisted of a few people who were privately funded and organized, it was your job to stop their publishings, and there was a group nearby who were after enchanted items which you had to get from random people one way or another, they had a name and they were privately run. I'd like to see a lot more of this and quite possibly some fully fledged guilds which have sprung out of this in the last 200 years.

Stephen.
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Adam Baumgartner
 
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Joined: Wed May 30, 2007 12:12 pm

Post » Sun May 01, 2011 4:21 pm

I want to be able to pick 10 skills instead of 7.

Yes, 10 primary and 10 secondary. The total amount of skills should be 30-35, not miserable 21.

How about picking no skills and just your highest being the top ones automatically?
Though i personally also suggest a complete overhual of the skill advancement and start out system as well.

I'm retro, I'd like to keep TES character creation as it has been before. Without the dumbing down that is.
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Darian Ennels
 
Posts: 3406
Joined: Mon Aug 20, 2007 2:00 pm

Post » Sun May 01, 2011 7:49 pm

More factions, more armor and weapon types, more skills, just give me variety.

Also with more weapons, I don't want weapons and armor types to feel like a mandatory upgrade like from iron to steel etc., I want a multiple choice and I'm not talking about choosing between light and heavy, I want multiple armor types on the same tier and I want to have to choose between materials from pros and cons instead of choosing it because it's the next level of item like stated earlier.
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Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

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