TES V Ideas and Suggestions # 144

Post » Mon May 02, 2011 12:40 am

  • Make alternate routes for quests, and especially the main quest. For example, I thought up an idea for the mainquest of Oblivion that would have really added something. It was: instead of giving the Amulet of Kings to Jauffre, you decide to sell it to the highest bidder. Perhaps some sort of thief warlord. That would bring up all sorts of amazing complications.

Or I could give it to Cameron, or toss it in a ditch, or break it. :evil:

But noooo, I had to give it to mister grumpy pants, who went and lost it anyway.
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Micah Judaeah
 
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Post » Mon May 02, 2011 2:30 am

Just to throw out something that randomly occurred to me:

We all want levitation to return in the next game, but how about also including something in a similar vein, and having flying mounts?

Before anyone freaks out, I'm not necessarily talking about dragons here; if we were talking about Morrowind, I'd go with domesticated cliffracers. Even if they didn't come up with something unique, there are plenty of mythological flying creatures that could work: griffons, pegasi, manticores, rocs, and so on.
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cheryl wright
 
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Post » Mon May 02, 2011 12:38 am

Just to throw out something that randomly occurred to me:

We all want levitation to return in the next game, but how about also including something in a similar vein, and having flying mounts?

Before anyone freaks out, I'm not necessarily talking about dragons here; if we were talking about Morrowind, I'd go with domesticated cliffracers. Even if they didn't come up with something unique, there are plenty of mythological flying creatures that could work: griffons, pegasi, manticores, rocs, and so on.

Cliffracers where driven out of Morrowind by Saint Juib, as for the others, I am no lore buff I have no recollection of any of these animals existence in the TES universe.
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NAkeshIa BENNETT
 
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Post » Sun May 01, 2011 6:35 pm

Driven out of morrowind, and into skyrim.
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CArla HOlbert
 
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Post » Sun May 01, 2011 4:08 pm

Cliffracers where driven out of Morrowind by Saint Juib, as for the others, I am no lore buff I have no recollection of any of these animals existence in the TES universe.

Nor did we know about guars before Morrowind. Or minotaurs before Oblivion, for that matter. Each game always adds new creatures to the setting, so that's not a significant issue, in my opinion.
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Prisca Lacour
 
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Post » Sun May 01, 2011 4:47 pm

Just to throw out something that randomly occurred to me:

We all want levitation to return in the next game, but how about also including something in a similar vein, and having flying mounts?

Before anyone freaks out, I'm not necessarily talking about dragons here; if we were talking about Morrowind, I'd go with domesticated cliffracers. Even if they didn't come up with something unique, there are plenty of mythological flying creatures that could work: griffons, pegasi, manticores, rocs, and so on.

did you make this post after seeing "Avatar?"
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Rowena
 
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Post » Mon May 02, 2011 4:20 am

  • Make alternate routes for quests, and especially the main quest. For example, I thought up an idea for the mainquest of Oblivion that would have really added something. It was: instead of giving the Amulet of Kings to Jauffre, you decide to sell it to the highest bidder. Perhaps some sort of thief warlord. That would bring up all sorts of amazing complications.

The only problem with that is that Oblivion MQ would make Dagon win and Tamriel getting destroyed, which isn't the best thing

I want more choice with everything in TES, losing the MQ or any guild quests shouldn't mean total destruction of all of Tamriel
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Dagan Wilkin
 
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Post » Sun May 01, 2011 4:57 pm

Post of Minor Issues.

Small things that does not break the game, but should fixed anyways.

1) Enchantable Arrows - Was this just forgottent or what?

2) Beards and Hair - We need beards in thigs game. I mean, why did Morrowind have beards, but not the newest installment?A Huge bunch of Immersion thrown just out the window. Hair was just boring in Oblivion. Not even females could have long natual looking hair.

3) Beast - Make 'em look like beats. Do NOT make them remind me of humans when I see them.

4) Voices - DO NOT spend a bunch of money on a few voice actors, but use as many as possible. 1 female and 1 male for each different race.

5) Journal and Inventoy - Oblivions journal took days too learn. Morrowind = One button, and all information shown at one. I don care if they have to use the exact same inventory screen as morrowind, just do it!

6) Dialogs and Font - Make a dialog screen show op when interating with npcs. Oblivions fonts look like computer text. Dark brown background dialog box with a light brown font is fine. Npc's should have interesting conversations with the player and eachother. A rumor should be a mystery, not "Pray at chapel to get blessing" that sounds more like and advice.

7) Cities - Cities looked like villages. Make more buildings, npc's, shops and other things. I dont care if it is unimportant, just add a crap load of all that stuff, and it looks like a city.

8. Landscape - Make an interesting landscape. Make lost caravans, lost chest and barrels in the woods for loot, and abandoned houses in the wilderness. More cliffs, hills and a crap load if trees in the woods that make the pathedic forrest of oblivion look like a little park!

Thats all I could think of for now.
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Julia Schwalbe
 
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Post » Sun May 01, 2011 11:45 pm

Post of Minor Issues.

Small things that does not break the game, but should fixed anyways.

1) Enchantable Arrows - Was this just forgottent or what?

2) Beards and Hair - We need beards in thigs game. I mean, why did Morrowind have beards, but not the newest installment?A Huge bunch of Immersion thrown just out the window. Hair was just boring in Oblivion. Not even females could have long natual looking hair.

3) Beast - Make 'em look like beats. Do NOT make them remind me of humans when I see them.

4) Voices - DO NOT spend a bunch of money on a few voice actors, but use as many as possible. 1 female and 1 male for each different race.

5) Journal and Inventoy - Oblivions journal took days too learn. Morrowind = One button, and all information shown at one. I don care if they have to use the exact same inventory screen as morrowind, just do it!

6) Dialogs and Font - Make a dialog screen show op when interating with npcs. Oblivions fonts look like computer text. Dark brown background dialog box with a light brown font is fine. Npc's should have interesting conversations with the player and eachother. A rumor should be a mystery, not "Pray at chapel to get blessing" that sounds more like and advice.

7) Cities - Cities looked like villages. Make more buildings, npc's, shops and other things. I dont care if it is unimportant, just add a crap load of all that stuff, and it looks like a city.

8. Landscape - Make an interesting landscape. Make lost caravans, lost chest and barrels in the woods for loot, and abandoned houses in the wilderness. More cliffs, hills and a crap load if trees in the woods that make the pathedic forrest of oblivion look like a little park!

Thats all I could think of for now.

Number 5 is a bit off. First did it really take you days to learn that simple system? Second Morrowind's inventory was clustered. Way too much stuff to go through. Especially if you had a bunch of ingredients.
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Julie Ann
 
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Post » Sun May 01, 2011 2:53 pm

Number 5 is a bit off. First did it really take you days to learn that simple system? Second Morrowind's inventory was clustered. Way too much stuff to go through. Especially if you had a bunch of ingredients.

I largely prefered Morrowinds inventory system, they should at least try something like that again. It was just good to have all your windows for items, leveling, magic and map in one screen rather han having to switch back and forth between them.
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Avril Louise
 
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Post » Sun May 01, 2011 2:51 pm

Something I'd like to see that would be somewhat entertaining as a non-plot plot:

However you stsrt out the game, you're not exactly alone. add ten people, prisoners, refugees... whatever. Give each one a preset goal to accomplish. Let radiant AI take over within limits that don't make the game COMPLETE chaos.

Now, there's a board in the "starting point" city that ranks ytou and the 10 NPCs that are on the loose. Fame, wealth, power, skill, etc. All on the board for you (and them) to see.

So let's say an NPC is given the initial task of "dress in full steel armor". He may adventure, steal, or fill odd jobs to buy armor. He may or may not skimp on weapons in pursuit of his armor. But if you run into him, each time, he should be in a mismatched array of scavenged armor and steel, and he should be in more steel (or possibly more expensive pieces instead) each time you meet him. Until he accomplishes the goal. Then he gets a +1 on the "completed tasks" board, and is randomly assigned a new goal. He will pursue that goal. Now, suppose his goal is "be most famous", and he's #2 behind you. 50 points behind. Killing you might be the best way to reach the top. And he'll come after you with his best stuff.

Dead NPCs would be replaced by new ones of lesser ability (compared to time of death predecessor), who starts from scratch.

The board serves ABSOLUTELY NO PURPOSE other than to inform you about this little sub-non-plot. It doesn't matter whether you're first in all categories or last. It's just a game people may play. Note that these NPCs may get goals like "become a journeyman of long sword skill". They would be able to seek out a trainer, and that trainer could be you, if you have the skill!
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Penny Courture
 
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Post » Sun May 01, 2011 11:07 pm

This.

In Morrowind and its official expansions, there are more total "sets" of armor, including the entire Medium Armor class, although many of the sets are only partial. Many of the unique items had their own distinctive style and shape. Some partial sets, like the Imperial Newtscale cuirass and Templar bracers, included only a single item or pair, while others such as Dreugh, Duke's Guard, Trollbone, and Imperial Dragonscale included a "reduced" set of usually a cuirass, helmet, and sometimes a shield. There was also more flexibility in terms of mixing and matching seperate left and right pauldrons and individual bracers or gauntlets. The game included all of these items in the world from the start, although the better ones became more common as it went, so it was possible to get just about anything early if you knew where to look. More importantly, there was often a tradeoff between protection and weight or other factors, so you might use something "less than the best" with good reason to do so.

In Oblivion, there was a painfully obvious "progression" of armor types as the game went along, regardless of whether you chose Light or Heavy. The higher forms of armor and weapons simply didn't exist in Tamriel until you reached a certain level, and then all of the lower level stuff started to become rare. Failing to progress made no sense, because everything about the "next" armor that came into existance was just "better". Many of the "unique" items were only uniquely named and re-statted, and looked like any other item of their type, or at most had a different texture for an otherwise identical mesh.

My MW characters usually find something that suits them, and stick with that for the rest of the game, with the possible exception of an occasional unique or unusual item being mixed in or an enchantment added. In OB, I felt like I had to keep swapping armor and weapons to keep up with the "rat race", not use what I felt best suited the character. I really lament the "simplification" of the series into a linear character progression in an otherwise non-linear worldspace.

In Morrowind, you can't do all of the quests with a single character, although there's more than enough to keep a character busy for months or even years in spite of that.

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Alisia Lisha
 
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Post » Sun May 01, 2011 2:10 pm

Hi there. I'm a long time TES fan, and I thought I'd make my contribution to the pool of suggestions for the fifth installment of the series.

1) Make the music less ambient. The tracks used in Oblivion have (as far as I can remember) little to no percussion, and usually lack a strong, overriding melody. Long, sweeping string compositions have their place, but shouldn't characterize the entire game. Daggerfall's music was absolutely superb. Remember exiting a shop during a snowstorm? Sometimes the music would knock you over with its immediacy and intensity. And then, of course, there is the incredibly creepy dungeon music. Let's bring some of that back!

2) Restrict fast travel, and possibly the compass as well. Oblivion involved far less exploration than Morrowind. The enormity of the land mass (and hence the bigness of the game) is diminished by instantaneous transportation. Keep it on a shorter chain (perhaps not quite as short as it was in Morrowind).
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Mark
 
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Post » Sun May 01, 2011 8:48 pm

Combine the leveling system, menu, combat system, quest system, stats system and inter face system of Oblivion and Morrowind.

Give us the whole of Tamriel with some daedra areas like oblivion and sheogorath, maybe some more.

Give us good graphics, but DON'T put any priority on it, make the engine flexible since we will be modding it even up to 10 years after release, making the graphics better on our own.

A co-op mode like in the game Borderlands would be fun
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lacy lake
 
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Post » Sun May 01, 2011 5:31 pm

A little suggestion, whoever made the concept drawings back for Morrowind, especially for the elves, THEY'RE AWESOME.
BETH... you have those drawings... why don't you try to stick to them, they're GREAT and actualyl make the races look unique.

Personally i wouldn't mind if they go more stylish than realistic.


http://www.uesp.net/image.shtml?morrow/preview/viveccity.jpg is how Vivec should have looked. It would have been so awesome.
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Kortniie Dumont
 
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Post » Sun May 01, 2011 8:27 pm

Number 5 is a bit off. First did it really take you days to learn that simple system? Second Morrowind's inventory was clustered. Way too much stuff to go through. Especially if you had a bunch of ingredients.

There was an option to view only a certain type of item you know - like only view your weapons or only your ingredients.
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James Smart
 
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Post » Sun May 01, 2011 8:44 pm

http://www.uesp.net/image.shtml?morrow/preview/viveccity.jpg is how Vivec should have looked. It would have been so awesome.

... OK that only makes me think one thing, WHAT HAPPENED IN BETWEEN?
Those concept drawings are awesome and you can't tell me "they where impossible to translate into the game", hell i did see early screenshots that did appear to have some elements like that. Morrowind was still awesome in design but honestly if they had kept closer to those concept drawings... In fact that trend did continue into Oblivion, they had some nice conept drawings specially of the towns (like Leyawiin being apready over the whole river with a small island in between housing the castle) but again, NOTHING LEFT.

What the hell, Beth?
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Tina Tupou
 
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Post » Sun May 01, 2011 5:52 pm

... OK that only makes me think one thing, WHAT HAPPENED IN BETWEEN?
Those concept drawings are awesome and you can't tell me "they where impossible to translate into the game", hell i did see early screenshots that did appear to have some elements like that. Morrowind was still awesome in design but honestly if they had kept closer to those concept drawings... In fact that trend did continue into Oblivion, they had some nice conept drawings specially of the towns (like Leyawiin being apready over the whole river with a small island in between housing the castle) but again, NOTHING LEFT.

What the hell, Beth?

one of the limitations on the early game engines was the inability to draw terrain in 3 dimensions. The engine was only capable of supporting vertical elevation changes. Granted, the technicalities of 3 dimensional customization would be too much for modern computer hardware, but an alternative to the current "round" terrain brush would be a brush with customizable shapes and elevation angles. This would allow for a greater variety of shapes to be sculpted vertically without the need for horizontal shifting, which could lead to significantly more realistic terrain with larger rock formations (e.g. cliffs, fjords, mesas, glaciers, etc). While it wouldn't be possible to create one of those overhangs from Morrowind, it would be possible to make some extremely vertical ledges which could easily be modified using static objects to creat the illusion of overhangs.

This kind of a world-creation tool would be great for Skyrim.

It would also be interesting to see some innovation with how trees could be made into terrain, should Elswhyr or Valenwood be the setting for the next game.
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April D. F
 
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Post » Sun May 01, 2011 7:39 pm

one of the limitations on the early game engines was the inability to draw terrain in 3 dimensions. The engine was only capable of supporting vertical elevation changes. Granted, the technicalities of 3 dimensional customization would be too much for modern computer hardware, but an alternative to the current "round" terrain brush would be a brush with customizable shapes and elevation angles. This would allow for a greater variety of shapes to be sculpted vertically without the need for horizontal shifting, which could lead to significantly more realistic terrain with larger rock formations (e.g. cliffs, fjords, mesas, glaciers, etc). While it wouldn't be possible to create one of those overhangs from Morrowind, it would be possible to make some extremely vertical ledges which could easily be modified using static objects to creat the illusion of overhangs.

This kind of a world-creation tool would be great for Skyrim.

It would also be interesting to see some innovation with how trees could be made into terrain, should Elswhyr or Valenwood be the setting for the next game.

CryEngine2 can do that but it's not about the terrain, it's about how the towns are built. Look into that screenshot again, this would jus require meshes not terrain. Which reminds me they could very well do more terrain meshes as well.

But honestly the limit is not technical, it's simply effort. For vivec in that style they had to do several different meshes for the cantons, in Morrowind they simply copied the same one over and over.
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John Moore
 
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Post » Mon May 02, 2011 1:35 am

But honestly the limit is not technical, it's simply effort.

Basically. Heck, it was pretty much done long ago in http://www.pirates.retreat.btinternet.co.uk/Vivec.htm.
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lydia nekongo
 
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Post » Mon May 02, 2011 2:47 am

I have said this before, but i feel that it needs to be repeated: Make a way that a kajiit can have black fur without it looking like he is covered in assorted sewage
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Benji
 
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Post » Sun May 01, 2011 10:45 pm

Basically. Heck, it was pretty much done long ago in http://www.pirates.retreat.btinternet.co.uk/Vivec.htm.

Awe-sweet-cool-some, now i gotta dig out Morrowind again :dance:
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Jessie Rae Brouillette
 
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Post » Sun May 01, 2011 9:17 pm

Awe-sweet-cool-some, now i gotta dig out Morrowind again :dance:

Aw i know the feeling of nostolgia.
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Verity Hurding
 
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Post » Sun May 01, 2011 9:52 pm

Sadly tho i am a xbox and xbox360 user so i can not mod Morrowind or Oblivion... :banghead:
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Phoenix Draven
 
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Post » Sun May 01, 2011 3:38 pm

Going back to that concept drawing i really like how it makes the town, while still pretty planned out, look less organized as the houses actually look like they have been built on the cantons.

But honestly, Beth, those are awesome concepts, why swerve off those so much?
BTW, who made them? I'd really be interested.
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Hearts
 
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