TES V Ideas and Suggestions # 147

Post » Wed Aug 26, 2009 2:45 am

Why? Arena and Daggerfall included all the provinces.....

Daggerfall was just High Rock and Hammerfell. Even then, it generated and not hand placed (except just the main dungeons and Capitals).

The amount of data to make a decent quantity of putting ALL provinces in one game is VERY high, not to mention they have to add cultures, quests, people, etc for each province. Its better to deal with one Province per game rather to try putting all the province in one game; that way, we know the game series is not ending anytime soon and just selling one province at a time.
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Lavender Brown
 
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Post » Wed Aug 26, 2009 8:02 am

I'm sure this has been mentioned before, but I want necromancy spells. Maybe even a joinable faction of necromancers. It's hard to rp a necromancer in the vanilla game when there aren't any usable necromancy spells.
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Lawrence Armijo
 
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Post » Tue Aug 25, 2009 8:13 pm

Dear Bethesda: GO PLAY DEMON SOULS!

Ok, it's bizarre and hard. But damn is the melee combat good. That's the kinda [censored] the ElderScrolls needs.

That and just fundamentally smarter and more interesting AI.

Just look at all the mods Duke Patrick put out. Little things add up, like npc's not having perfect aim, or noticing their surroundings more (such as arrows whizzing above their heads or dead bodies).

You can also take page from Halo. Different groups react differently, take the grunts. In a group they'll come after you initially, start killing them and they panic and scatter. Or Fable 2's hobbes, the explodey ones run up to you and do a lot of damage, but shoot them near their friends and you blow them all up. Or just the ledges in Fable 2 how you can knock people off them if you aim it right.

The Elder Scrolls doesn't, and never has had this kind of thing. Combat dynamics, there's plenty of games that do this stuff very well, why shouldn't you borrow from them?
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April D. F
 
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Post » Wed Aug 26, 2009 2:13 am

Dear Bethesda: GO PLAY DEMON SOULS!

Ok, it's bizarre and hard. But damn is the melee combat good. That's the kinda [censored] the ElderScrolls needs.

That and just fundamentally smarter and more interesting AI.


Just look at all the mods Duke Patrick put out. Little things add up, like npc's not having perfect aim, or noticing their surroundings more (such as arrows whizzing above their heads or dead bodies).

You can also take page from Halo. Different groups react differently, take the grunts. In a group they'll come after you initially, start killing them and they panic and scatter. Or Fable 2's hobbes, the explodey ones run up to you and do a lot of damage, but shoot them near their friends and you blow them all up. Or just the ledges in Fable 2 how you can knock people off them if you aim it right.

The Elder Scrolls doesn't, and never has had this kind of thing. Combat dynamics, there's plenty of games that do this stuff very well, why shouldn't you borrow from them?

Yes!I've been saying that in other threads as well, though I don't think they'll give us something like that since part of what made the combat so well was the fact that enemies could kill one shot you if you weren't careful.

Might scare off the newcomers :P
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Britta Gronkowski
 
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Post » Wed Aug 26, 2009 2:35 am

Some suggestions on what I thought went wrong with Oblivion:

Fantasy world
You have talented group of people working. Use them to create fantasy world. With Morrowind it was clear, mushroom towers, mushroom trees, animals not of this world. With Oblivion this whole element was pretty much lost, just leaving back few strange looking ruins. Otherwise it could've been pretty much every English countryside.
Instead of making wolf come up with something new, not out of this world. Instead of making normal viking house, create medieval building with a twist or just something clearly not out of this world.

Immersion
Let the blood on the swords stay. Let the muddy roads stain your armour (that again would make more noble people dislike you). Let the rain rust your sword, if you don't take good care from it.
Bring back the special items found within dungeons. It was so immersive to find special armour from rich guys bedroom after you had picked the very hard lock. With oblivion every loot that wasn't boxed was the same basic stuff you had all around you when you were level one. It didn't make you want to explore dungeons and steal from people. And most of all it didn't make the world seem real.

Melee Combat
Design the combat to be more stamina based to slow it down and making blocking useful. Stamina bar would stop the problem of people just hacking their way out of every situation. With stamina bar you'd need to think if you really want to use that heavy warhammer that drains all your stamina (that is regained quickly, mind you) but does a lot of damage, the short sword that you can use with your shield and give out multiple hits before you need to rest for a while or the dagger that lets you swing away but doesn't give much/any blocking power.
It would be great if the development team could take some time to see how combat was done in "Dark Messiah of Might and Magic". In that game the combat was fun and I hadn't come up with anything that wasn't fun in it. The fights were more personal when you were fighting with a baddy, kicking the baddy away from you to knock him back for a while so you could defend yourself from the other baddy who was trying to slice you. That being said the kick knock back was very, very fun to play with in melee combat.
All these things would be improvement over Oblivions combat system and would make fighting way more fun.
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Victor Oropeza
 
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Post » Tue Aug 25, 2009 10:53 pm

Some suggestions on what I thought went wrong with Oblivion:

Fantasy world
You have talented group of people working. Use them to create fantasy world. With Morrowind it was clear, mushroom towers, mushroom trees, animals not of this world. With Oblivion this whole element was pretty much lost, just leaving back few strange looking ruins. Otherwise it could've been pretty much every English countryside.
Instead of making wolf come up with something new, not out of this world. Instead of making normal viking house, create medieval building with a twist or just something clearly not out of this world.

Immersion
Let the blood on the swords stay. Let the muddy roads stain your armour (that again would make more noble people dislike you). Let the rain rust your sword, if you don't take good care from it.
Bring back the special items found within dungeons. It was so immersive to find special armour from rich guys bedroom after you had picked the very hard lock. With oblivion every loot that wasn't boxed was the same basic stuff you had all around you when you were level one. It didn't make you want to explore dungeons and steal from people. And most of all it didn't make the world seem real.

Melee Combat
Design the combat to be more stamina based to slow it down and making blocking useful. Stamina bar would stop the problem of people just hacking their way out of every situation. With stamina bar you'd need to think if you really want to use that heavy warhammer that drains all your stamina (that is regained quickly, mind you) but does a lot of damage, the short sword that you can use with your shield and give out multiple hits before you need to rest for a while or the dagger that lets you swing away but doesn't give much/any blocking power.

It would be great if the development team could take some time to see how combat was done in "Dark Messiah of Might and Magic". In that game the combat was fun and I hadn't come up with anything that wasn't fun in it. The fights were more personal when you were fighting with a baddy, kicking the baddy away from you to knock him back for a while so you could defend yourself from the other baddy who was trying to slice you. That being said the kick knock back was very, very fun to play with in melee combat.
All these things would be improvement over Oblivions combat system and would make fighting way more fun.

thats similiar to demons soul as well. If you dont mind me asking, what type of armor you're shouldnt also just effect your running speed but also how fast you lose endurance and your ability to dodge.
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Kaylee Campbell
 
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Post » Wed Aug 26, 2009 1:00 am

is there actually going to be an elder scrolls 5 im getting so many different answers from so many different people
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Cool Man Sam
 
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Post » Wed Aug 26, 2009 10:31 am

It's not a question of IF there'll be a TESV, it's only when. Considering that, it won't be for a LOOOOONG time still.
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Shiarra Curtis
 
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Post » Wed Aug 26, 2009 3:58 am

Okay, having impulse-bought Fallout 3 I can say that it is, fact, Oblivion with guns. This is NOT a problem. However, use any melee weapon and go into 3rd person.

Considering that, there were one or two changes that should be implemented into TESV. Locational damage (but NOT V.A.T.S.!) is a must, being crippled in certain limbs (and having an animation for limping). That's really about it.
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Zach Hunter
 
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Post » Tue Aug 25, 2009 11:37 pm

It would be great to have a Blacksmith skill where you can use Resources to forge and make weapons and armor than be able to custamize them i think that alone would intensly beautify Elder Scrolls 5 ...
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Clea Jamerson
 
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Post » Wed Aug 26, 2009 7:20 am

I disagree with multiple provinces along the same lines as Antibody.

Also, mixed races make no sense, as (in TES) even if you are mixed you get almost all of your traits from your mother, so it wouldn't make a noticeable difference.

Fallout 3 is Oblivion with guns and an improved engine. If they were to make TES V FO3 with magic and without guns I would be amazingly happy (also edit it to the slightly more family friendly feel that was present in teh last two TES games).

I think that one of the reasons I'd want it edited up is so that it wouldn't cause a media storm here in the Souther U.S., where you can't say damn in public without being sued, and so that it could be released on all platforms (but the Wii) worldwide, unlike Fallout 3, which was not released in India for the 360 (Brahmin), and barely relesed in AU (morphine changed to Med X, injection animation removed).
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April
 
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Post » Wed Aug 26, 2009 12:02 pm

Another post speaking directly to the developers:

Bethesda, in the Pocket Guide to the Empire you released with Oblivion, you included information on the other lands on Nirn, such as Akavir, Yokuda, Thras, etc. But what I would really like to see is a map of each of those lands. Not like the http://www.imperial-library.info/maps/West-CentralTamriel3.bmp, but a more detailed map for each land. On that map, for example, Thras is rather small, so I'd like to see a map dedicated to each land individually, so we know the details of each land. I think the best thing you could do is give us a map of Akavir. Sure, no man or mer has ever been there long enough to map it, but Tamriel has been invaded by Akavari before, wouldn't it be plausible that they brought a map of Akavir with them? Even just putting maps in the game would be great.

Edit: And if TESV takes places in Skyrim, I hope you guys remember to include the http://www.uesp.net/wiki/Arena:Labyrinthian.
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Lisa
 
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Post » Wed Aug 26, 2009 6:56 am

I wrote this for the story idea thread, but since this is also the suggestion thread, I just wanted to know what you all think of it:

The game begins with you riding a amongst a group of traveling merchants towards the city of Whiterun , an imperial allied city state, with your good friend Ramus whom you work with(character creation). You're a member of the Penitus Oculatus and you've been sent by the emperor to Skyrim for reasons that will be told to you once you reach the city. A cold wind blows lowering visibility even more in the as snow begins to fall. You tightly wrap your cloak around you when your group is ambushed by bandits killing the whole caravan leaving you and Ramus unconscious.

When you regain consciousness you find yourself lying in bed with your friend sitting next to you. He tells that you two are lucky to be alive. The Oculatus sent out scouts searching for them since hadn't arrived on time and managed to kill off most of the bandits. Your friend instructs you get up and walk around a bit so he can make sure you didn't forget anything(tutorial). Seeing as you are okay, a man walks in, smiles and introduces himself as Colin, head of the operation going on in Skyrim. He briefs you two on what your mission is telling both of you that in a few days a conference will be held in the city state of Winter Hold. There primary function of the conference is for Winter Hold and Solitude to forge an alliance against the Mede empire as well as foster relations with the Dunmer of Morrowind since they are pivotal in helping Skyrim keep the empire from expanding north. Other participants from High Rock and Hammerfell are present as well.

Colins informs you two that the meeting must be stopped since an alliance between the three primary factions could pose a threat against the empire if it comes to fruitation. In order to help achieve this he tells you two that emperor wants relations to break down so that the Nords cease talks with the Dunmer and Winter Hold and Solitude begin fighting each other. It won't be until after this has been achieved that the empire can begin making its move against Skyrim. He instructs Ramus to help stir up unrest in the other city states and towns to weaken the province. As for you, he informs you a sect of Nords who believe that Shor will punish the Nords if they try to help the Dunmer. The sect has become more zealous as the meeting day approaches and that you should use them to your advantage to end relations with the Dunmer. As for the two city states he suggests infiltrating the conference and trying to see if any bad blood exists between any of the aristocracy to manipulate the outcome of the meeting. Handing you both 400 Septims(?) he sends you two on your way.



Alternate outcome: You quickly learn that Ramus is a double agent working for the good of the two City states. They are aware of the empires presence in the province and were the reasons why the bandits attacked and are conspiring to assassinate prince who is under the protection of the Penitus Oculatus in Whiterun. The empires goal was to begin operations as soon as war broke out between the two city states. Instead of killing Ramus and ending the conspiracy you join up with him to help carry out the mission.



The last part felt kind of rushed since I didn't feel like writing out that scenario in depth.
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Paula Ramos
 
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Post » Wed Aug 26, 2009 10:15 am

I'd like to see prerequisite skill levels for joining guilds. For example, to join the College of Whispers or the Synod, you would need a certain number of skill points in some of the magic-oriented skills. Or for the Fighter's Guild, you would need a certain number of skill points in some of the weapon-oriented skills. You would need high enough Security and Sneak for the Thieves guild, and so on and so forth. This would solve the problem of being able to join every guild like you could in Oblivion. With this system, you would have to train specific skills to join the desired guild.

I'd also like to see the Way of the Voice play a big part in TESV, if it is set in Skyrim. Maybe there could be a guild dedicated to it.

Also, from what little is known about the Ysmir Collective in Skyrim, it sounds like an interesting place. If it attracts scholars from all of Tamriel, it must be pretty unique. I would personally love to see a library with a lot of unique books that wouldn't be found anywhere else in the game. Maybe there could be a guarded area containing forbidden or banned books, and the player would have to break into it or fight their way into it.
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ZANEY82
 
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Post » Tue Aug 25, 2009 10:35 pm

I'd like to see prerequisite skill levels for joining guilds.


That is not something I would like to see return... however, I would like to have quests for advancement rely on specific skills. Maybe, like, you have to use this weapon in this armor to kill this guy in this way. Like, for the dark brotherhood, instead of having a stealth approach be optional, have it be required.
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Jacob Phillips
 
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Post » Wed Aug 26, 2009 6:47 am

I wrote this for the story idea thread, but since this is also the suggestion thread, I just wanted to know what you all think of it:

The game begins with you riding a amongst a group of traveling merchants towards the city of Whiterun , an imperial allied city state, with your good friend Ramus whom you work with(character creation). You're a member of the Penitus Oculatus and you've been sent by the emperor to Skyrim for reasons that will be told to you once you reach the city. A cold wind blows lowering visibility even more in the as snow begins to fall. You tightly wrap your cloak around you when your group is ambushed by bandits killing the whole caravan leaving you and Ramus unconscious.

When you regain consciousness you find yourself lying in bed with your friend sitting next to you. He tells that you two are lucky to be alive. The Oculatus sent out scouts searching for them since hadn't arrived on time and managed to kill off most of the bandits. Your friend instructs you get up and walk around a bit so he can make sure you didn't forget anything(tutorial). Seeing as you are okay, a man walks in, smiles and introduces himself as Colin, head of the operation going on in Skyrim. He briefs you two on what your mission is telling both of you that in a few days a conference will be held in the city state of Winter Hold. There primary function of the conference is for Winter Hold and Solitude to forge an alliance against the Mede empire as well as foster relations with the Dunmer of Morrowind since they are pivotal in helping Skyrim keep the empire from expanding north. Other participants from High Rock and Hammerfell are present as well.

Colins informs you two that the meeting must be stopped since an alliance between the three primary factions could pose a threat against the empire if it comes to fruitation. In order to help achieve this he tells you two that emperor wants relations to break down so that the Nords cease talks with the Dunmer and Winter Hold and Solitude begin fighting each other. It won't be until after this has been achieved that the empire can begin making its move against Skyrim. He instructs Ramus to help stir up unrest in the other city states and towns to weaken the province. As for you, he informs you a sect of Nords who believe that Shor will punish the Nords if they try to help the Dunmer. The sect has become more zealous as the meeting day approaches and that you should use them to your advantage to end relations with the Dunmer. As for the two city states he suggests infiltrating the conference and trying to see if any bad blood exists between any of the aristocracy to manipulate the outcome of the meeting. Handing you both 400 Septims(?) he sends you two on your way.



Alternate outcome: You quickly learn that Ramus is a double agent working for the good of the two City states. They are aware of the empires presence in the province and were the reasons why the bandits attacked and are conspiring to assassinate prince who is under the protection of the Penitus Oculatus in Whiterun. The empires goal was to begin operations as soon as war broke out between the two city states. Instead of killing Ramus and ending the conspiracy you join up with him to help carry out the mission.



The last part felt kind of rushed since I didn't feel like writing out that scenario in depth.


That seems a little urgent and focused on certain player types. I think the main quest should be more optional and less urgent. It should also have alternate endings, ones that can appeal to all types of player characters.
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Fam Mughal
 
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Post » Wed Aug 26, 2009 11:27 am

It would be cool to see the classes of the character more in depth. Like each class stays along its path and you have to be THAT class to get special attributes and skills. In oblivion if i was a mage, after i got my magic skills up i could become a expert swordsman. I think it would be better if the mage didnt have as much skill in fighting with swords and shields. More they rely on there staff and magic than upclose and personal.

It would also be cool to be able to do more things with your character instead of just walking and jumping. It would be cool if you were a wood elf that you could climb up a tree and hide or ambush someone. I wish there would be more people in the game. TESIV only had like (exaggeration) 5 people in a city. If there were a city that would be nice for more people to be in it. The market district have dozens of people buzzing about buying stuff and talking. A tavern for instance, some would be dark and dank, while others would be nice, but they had more people, some stranger's in the back, or a brawl happening every know and then. Certain places would be different, one city wouldnt look exactly like the other, just a different color or such. And even like a war going on sometimes, a different province invading, or a large group of bandits attacking settlements and such. And more people on the road, not just the usual imperial guard or horse Currier, maybe a merchant, or family in a wagon.

Thats all i can think of.
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Frank Firefly
 
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Post » Tue Aug 25, 2009 9:27 pm

That seems a little urgent and focused on certain player types. I think the main quest should be more optional and less urgent. It should also have alternate endings, ones that can appeal to all types of player characters.


as opposed to having one ending and one pre-defined path?

I had brainstormed more ways it could end but wanted to finish it because i planned on beating dragon age tonight :P and i didnt include a set number of days for the conference to begin so the player wouldn't feel rushed to complete it.

If you have any ideas for a plot I would love to hear them.
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Romy Welsch
 
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Post » Wed Aug 26, 2009 8:02 am

as opposed to having one ending and one pre-defined path?

I had brainstormed more ways it could end but wanted to finish it because i planned on beating dragon age tonight :P and i didnt include a set number of days for the conference to begin so the player wouldn't feel rushed to complete it.

If you have any ideas for a plot I would love to hear them.


I have no clue what I really want to see in the game's plot. Hopefully, Bethesda is feeling more creative than I am.
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Roberto Gaeta
 
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Post » Wed Aug 26, 2009 11:26 am

Fatigue, I would like to see the suggestion someone made a few threads back about short term and long term fatigue implemented, I have one change to make to their suggestion though. Suppose you have long term fatigue at 2000 points shown in a bar so you don't see the number, you have short term fatigue of 100 points shown the same way and you have no magic bar. When you do anything strenuous and when you cast magic it drains your short term fatigue. Here's the change, as you recharge short term fatigue it drains points from your long term fatigue bar, as you level up the endurance the long term fatigue grows in points up to maybe 10k or 20k points. Not eating for long periods of time drains your long term fatigue slowly while eating refills long term fatigue as does sleeping to a much smaller extent. Your short term fatigue refills fairly quickly when you have full long term fatigue, (I'm getting fatigued by rewriting fatigue so LTF = Long Term Fatigue and STF = Short Term Fatigue) but when you have half a bar of LTF your STF fills half as quickly, so that by the time you're down to a quarter or an eighth of your LTF your STF fills very slowly. It should also be possible to have your STF points raise as high as 1000 points so as to accommodate higher level magic.

Oh, and very very strong point here, NO SKILL CAP and NO LEVEL CAP. Oblivion and Morrowind had it done fairly well, it was even possible to reach level 100 in Oblivion when you chose as your major skills all those skills that depleted by going to jail and then raising them agian (I have yet to do this properly so I don't know if it's possible to get past level 100). Fallout 3 dissapointed me to such a degree I was about to sell the game again once I got to level 20 and had to restart the game over just to get the perks I'd left out because I was saving them for higher levels, I don't play FO3 anymore.

Stephen.
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Anna Watts
 
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Post » Wed Aug 26, 2009 12:51 am

Fatigue, I would like to see the suggestion someone made a few threads back about short term and long term fatigue implemented, I have one change to make to their suggestion though. Suppose you have long term fatigue at 2000 points shown in a bar so you don't see the number, you have short term fatigue of 100 points shown the same way and you have no magic bar. When you do anything strenuous and when you cast magic it drains your short term fatigue. Here's the change, as you recharge short term fatigue it drains points from your long term fatigue bar, as you level up the endurance the long term fatigue grows in points up to maybe 10k or 20k points. Not eating for long periods of time drains your long term fatigue slowly while eating refills long term fatigue as does sleeping to a much smaller extent. Your short term fatigue refills fairly quickly when you have full long term fatigue, (I'm getting fatigued by rewriting fatigue so LTF = Long Term Fatigue and STF = Short Term Fatigue) but when you have half a bar of LTF your STF fills half as quickly, so that by the time you're down to a quarter or an eighth of your LTF your STF fills very slowly. It should also be possible to have your STF points raise as high as 1000 points so as to accommodate higher level magic.

Oh, and very very strong point here, NO SKILL CAP and NO LEVEL CAP. Oblivion and Morrowind had it done fairly well, it was even possible to reach level 100 in Oblivion when you chose as your major skills all those skills that depleted by going to jail and then raising them agian (I have yet to do this properly so I don't know if it's possible to get past level 100). Fallout 3 dissapointed me to such a degree I was about to sell the game again once I got to level 20 and had to restart the game over just to get the perks I'd left out because I was saving them for higher levels, I don't play FO3 anymore.

Stephen.


There should be a skill cap. 100 is mastery. That jail trick is a glitch. Also, that trick isn't to get your skills over 100, it's to allow your level to get even higher than it normally would because it can decrease a skill, and if that skill is a major skill, you can raise it again to get closer to another level without actually losing any of that progress towards the next level. So, it is a glitch. I don't like exploiting glitches or bugs, and that exploit should never become a part of TES universe. I agree that I should be powerful by the time I reach a certain level, but not having a skill cap would ruin the game. There has to be a limit in skills. How can a person be able to go 5000 levels above mastery, 100, in a certain skill? Also, there is technically a level cap. If you don't exploit bugs, glitches, or the console, there is a limit to a person's level. When all your major skills reach 100, you can't level up any more. If you exploit bugs, glitches, or the console, the level cap is 255. There shouldn't be a set level cap for every person at say 20 or 30, but there is a limit to how high of a level a person can reach, and it should stay that way.
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Ryan Lutz
 
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Post » Wed Aug 26, 2009 11:13 am

as opposed to having one ending and one pre-defined path?

I had brainstormed more ways it could end but wanted to finish it because i planned on beating dragon age tonight :P and i didnt include a set number of days for the conference to begin so the player wouldn't feel rushed to complete it.

If you have any ideas for a plot I would love to hear them.


I think the major problem with your quest is that I can think of a couple types of characters who would never get involved in such a situation. My typical priest character would never involve herself in some bit of nasty political morass like that, and if she were to be forced into it,she'd bail at first chance, proclaiming a pox on both their houses. The problem with the quest is that it's too narrow. It's more suited to a game like Dragon Age then a sandbox game.

EDIT:

Wanted to add something more constructive:

To me, the best kind of quest for a sandbox game is one that operates on several levels. Everyone knows the conference is about to happen. Several entities...guilds, governments, religions...what have you...hold stakes in this thing, as the results could have drastic impact on the world. Your character could work the fringe by engaging in subquests, or go right down the middle if it better suits. Regardless, a main quest has to support whatever type of character the game allows to be created, both in a mechanical way and in a roleplay way.
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Antony Holdsworth
 
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Post » Wed Aug 26, 2009 2:24 am

I strongly disagree with the 139th post at 98th thread
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Sarah Evason
 
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Post » Wed Aug 26, 2009 9:18 am

There should be a skill cap. 100 is mastery. That jail trick is a glitch. Also, that trick isn't to get your skills over 100, it's to allow your level to get even higher than it normally would because it can decrease a skill, and if that skill is a major skill, you can raise it again to get closer to another level without actually losing any of that progress towards the next level. So, it is a glitch. I don't like exploiting glitches or bugs, and that exploit should never become a part of TES universe. I agree that I should be powerful by the time I reach a certain level, but not having a skill cap would ruin the game. There has to be a limit in skills. How can a person be able to go 5000 levels above mastery, 100, in a certain skill? Also, there is technically a level cap. If you don't exploit bugs, glitches, or the console, there is a limit to a person's level. When all your major skills reach 100, you can't level up any more. If you exploit bugs, glitches, or the console, the level cap is 255. There shouldn't be a set level cap for every person at say 20 or 30, but there is a limit to how high of a level a person can reach, and it should stay that way.


I said level past 100 not skill past 100... And no, it's not a glitch, when you have 100 points in each attribute it is impossible to level up further. By doing it properly I mean that upon level up you choose to level up attributes as little as possible in order to maximize the number of times you level up. I agree that the cap should remain to some extent but not to the degree it was done in FO3. As I said, Oblivion and Morrowind had the right idea and I made this comment to point out that Beth made a bad decision to have a cap of 20 levels in FO3 and I don't want to see it carry over to TESV.

Stephen.
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+++CAZZY
 
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Post » Wed Aug 26, 2009 8:30 am

I said level past 100 not skill past 100... And no, it's not a glitch, when you have 100 points in each attribute it is impossible to level up further. By doing it properly I mean that upon level up you choose to level up attributes as little as possible in order to maximize the number of times you level up. I agree that the cap should remain to some extent but not to the degree it was done in FO3. As I said, Oblivion and Morrowind had the right idea and I made this comment to point out that Beth made a bad decision to have a cap of 20 levels in FO3 and I don't want to see it carry over to TESV.

Stephen.


Sorry, I misread that part about leveling. However, the jail trick is a glitch. The lowewring of your skills in jail isn't a glitch, but you are not supposed to be able to increas our level by going to jail. Bethesda didn't intend for that and it is exploitable as a glitch, and unitended side effect. It increased your maximum level cap in an unintended way. Also, you said this:

Oh, and very very strong point here, NO SKILL CAP


showing that you do not want a skill cap.
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Naazhe Perezz
 
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