When i say be more creative, i mean instead of saying something costs too much resources, try to make a suggestion that costs less resources and find solutions. Saying "waste of resources" is not constructive.
Now, I want improvements. But it's just not realistic to even consider a Splinter-cell-esque system as even a good orientation point. That's a lot of conceptual mechanics to throw in: climbing on many different surfaces, wall-pressing, crawling, ledge-hanging, etc. That's a lot of altering and reconfiguring world-design to embrace the usage of those mechanics. And that's a lot of potential resources.
You don't make TESV by taking oblivion and alter content and mechanics until you have a new game. That would be bad design strategy and waste of resources.
The world of a new game is build from the scratch, not altered and reconfigured, and mechanics are not thrown in, but integrated from the start. Those mechanics could be beneficial to every play style, don't cost so much resources that combat and magic couldn't be improved, and every resource that is used here is used for something good in my opinion.
You don't want to tell us what to suggest, but you tell us what is realistic and what is impossible.
You trade one blind eye for another, if you ignore the possibility that combat mechanics and weapon variety could actually both be improved. Sorry, i don't want to insult you, but in my opinion your view of reality is a bit to narrow to be realistic, and i don't think your observations and anolytical capabilities are that reliable.
What i say is that you cannot measure how good a game will be by the size of the dev team.
I think most of oblivions problems are not caused by lack of funding, but lack of creative solutions.
Cost of resources is not an argument that matters much for my suggestions, and is often used out of context by someone who just doesn't like a suggestion. Wasted resources for one are well spent resources for another.
Resources matter for the devs, but not for me, and not for any one else here, and i'll disagree with anyone who tries to make us think that it does.
To be fair, I was largely being hyperbolic and sarcastic when I made that list of things I "wanted," going out of my way to find things that were ridiculously resource-intensive to illustrate the silliness of not factoring in resources into ones suggesting.
I wasn't sarcastic when i said that those are very well possible, even with limited resources. Call it silly if you want, i find limiting yourself with the resource argument sillier.
I don't care too much about graphics. Yet Bethesda does. Every single one of their titles, with the exception of Redguard, has been visually state of the art for its time. We can only infer that they will continue this trend for TES:V.
LOL I actually find that http://www.youtube.com/watch?v=f_1wLELvyFo more impressive than oblivions pretty shaders. State of the art? Where are those details?
Hypothetical problems with flirting post:
Supposing flirtation is not a behavior limited to NPCs (which could arguably be a good limitation in the short term, while reasonable and fun mechanics are devised), we have the issue of how it works.
Is the player character somehow innately capable of this? or is there Crassius Curio's Flirtation for Adventurers, THE one true manual of introductory Flirtation, which you must steal, purchase, or find and read to flirt (with Crassius Curio's later volumes, of course, offering new strategies and hints!)? Or perhaps one need only see an instance of flirtation in-game to mimic it?
Is it an all-or-nothing thing, or is flirtation a set of concepts that can be expanded through socialization, reading, and generally developing a winning personality? If it can be developed, how? By use? By other means? In combination?
How does race impact flirtation? Do Altmer pretty much reject non-Altmer? Are Imperials better flirts than Redguards? What happens if an Argonian flirts with the Cheshire Khajiit?
I'm thinking that finding the content itself to be desirable, in this instance, proves to be insufficient. The logical conclusion, of course, would be that any flirting be done through speechcraft... but Oblivion's system isn't conducive to it, and Morrowind's just as bad in entirely different ways, meaning it's not even on the map unless TESV has a new system. I therefore propose that it may be generally considered "a good idea" to have flirtation in game, the mechanics of the concept as we would like to see it implemented are "undetermined" and "incompatible with the last known working TES system". Now that we've shot down a vague idea as "implausible and without hard principles to define it", I'd like to see a discussion on what player-directed flirtation and romance should be like, how it should work, etc. And it had better be realistic. HMA is not getting any younger and he's still socially clueless, so actual pragmatic principles might save the poor guy. wink.gif
signed, HMA
As i see it, flirting would require an expanded disposition system, personality traits and tastes for the NPCs, and improved socialization skills for the player.
NPCs can find the player more or less attractive based on their tastes of gender, race, appearance, reputation and personality (actual personality, not the attribute).
I would make flirting more like the morrowind speechcraft system. You have multiple possible lines, that can be divided and color coded by intent, aggressive lines, flirtatious lines, jokes for example. All those lines have different disposition effects based on the NPCs personality, sometimes unexpected, a warrior could interpret an aggressive line as flirting.
The number of available lines can be expanded by speechcraft subskills, or a imaginary library keeping track of what you heard and read, that allow you to increase your vocabulary and social skills in various directions, reading "Uncle Crassius ultimate guide to flirting" would expand your choices of crude pick up lines and dirty jokes.