TES V Ideas and Suggestions # 148

Post » Thu Oct 01, 2009 7:04 am

  • Don't waste dialogue and voice-acting by making another topic that repeats what the NPC just told you. For example, an NPC gives you a quest with directions. After speaking about this, you can speak to the NPC again about, "What am I supposed to do?" The NPC will repeat the same thing that was already explained, but not with the same exact piece of dialogue. I could notice this in Fallout 3. Don't do it again.
    [*]Make ESV class-centric. For example, if you chose no skills in magic, you should not be able to cast any spells. You'll have to train/increase intelligence to learn spells and gain magicka for it.

I was thinking of this the other day since its way to easy to converge classes. I think that once you choose your specialization(fighter,stealth,magic) you cant level up(training prices increase also) skills that aren't related to your specialization as fast as your specialization skills so that way character builds feel more distinct.
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SamanthaLove
 
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Post » Thu Oct 01, 2009 2:31 am

I was thinking of this the other day since its way to easy to converge classes. I think that once you choose your specialization(fighter,stealth,magic) you cant level up(training prices increase also) skills that aren't related to your specialization as fast as your specialization skills so that way character builds feel more distinct.

Of course. That's how it pretty much is already in past games. Your miscellaneous skills don't level up as fast.
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Guy Pearce
 
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Post » Thu Oct 01, 2009 10:50 am

Of course. That's how it pretty much is already in past games. Your miscellaneous skills don't level up as fast.

not the misc. skills,, but anything not related to your specialization
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i grind hard
 
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Post » Thu Oct 01, 2009 12:44 pm

I did a bit of research last night to understand the 12 alignment system that a lot of WRPGs use and this sounds a lot similiar to that system thats already in place.

The question there is, do they have SET parameters of what good and evil is or do they have VARYING parameters that can change depending on the individual characters perception and personality?
With set parameters it would be relatively stiff in my opinion, varying paramets can really make a difference of who was the observer.

Take Canibalism as a example, for most cultures that thought is horrible but for Bosmer that's nothing special (maybe read "dance in the fire" for some background info). Here it would depend on the individual and maybe the society they grew up in but it just wouldn't work with a general good or bad factor since it doesn't take all possibilites or at least the ones that can vary heavily into account.
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Melly Angelic
 
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Post » Thu Oct 01, 2009 1:58 pm

The question there is, do they have SET parameters of what good and evil is or do they have VARYING parameters that can change depending on the individual characters perception and personality?
With set parameters it would be relatively stiff in my opinion, varying paramets can really make a difference of who was the observer.

Take Canibalism as a example, for most cultures that thought is horrible but for Bosmer that's nothing special (maybe read "dance in the fire" for some background info). Here it would depend on the individual and maybe the society they grew up in but it just wouldn't work with a general good or bad factor since it doesn't take all possibilites or at least the ones that can vary heavily into account.

Set parameters would be akin to Lawful
Varying would be closer to Chaotic

The AI would have to significantly improved if you want there to be a system where they are smart enough to make a judgement based on what the character does else it's just scripted for them to act a certain way when X happens
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DeeD
 
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Post » Thu Oct 01, 2009 11:54 am

Set parameters would be akin to Lawful
Varying would be closer to Chaotic

The AI would have to significantly improved if you want there to be a system where they are smart enough to make a judgement based on what the character does else it's just scripted for them to act a certain way when X happens

There actually is a game tht can do that, Dwarf Fortress. Dwarfs can become mad, depressed, stressed, happy... all by things happening around them.
What makes them able to do that is that they have "personalities" that are simply done by having several factors with a value associated to them. Something like that could be translated to TES realtively easily, it would need development and tweaking but would be worth the effort.
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Krista Belle Davis
 
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Post » Thu Oct 01, 2009 12:16 pm

It's Dwarf Fortress built over a DOS shell like a roguelike?I remember my friend being into it for a while and IIRC that's what I remember seeing.
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Matthew Warren
 
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Post » Thu Oct 01, 2009 12:29 pm

It's Dwarf Fortress built over a DOS shell like a roguelike?I remember my friend being into it for a while and IIRC that's what I remember seeing.




Dwarf Fortress! As http://dwarffortresswiki.net/index.php/Thought and http://dwarffortresswiki.net/index.php/Personality_trait as awesome!

I'm currently working on a (obviously) less complex personality suggestion for TES, it certainly doesn't have to be that complex.
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Kat Lehmann
 
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Post » Thu Oct 01, 2009 1:35 am

I'd like the reputation system from TESIII to make a come back in some form. Maybe split it up so that you have various reputations with all the different factions. It would sort of be like how in TESIII, what faction you were in modified the disposition of other NPCs to you (also depending on what faction they are in). So, if you do a quest that benefits your guild faction, and, say, a commoner's faction, then your reputation with both would increase. But, there wouldn't be any change with, say, an unrelated guild faction. When you talk to NPCs, if your reputation with them is higher, then they'll have a better disposition toward the player character.

I dunno. I just don't want to see the black-and-white, good-and-evil, lawful-chaos type of morality system, because it is narrow-minded, restricts gameplay and role-playing, and is unrealistic.
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c.o.s.m.o
 
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Post » Thu Oct 01, 2009 10:20 am

Well, the crossbows in Morrowind were butt ugly. Crossbows (called by various names throughout the world) are pretty old. http://en.wikipedia.org/wiki/History_of_crossbows, the Greeks were using them in the 5th century B.C. So, yeah, it isn't unreasonable to expect denizens on Nirn to also develop such a device, considering that the crossbow appears in cultures all over our world.


Steam engines were also developed in Greece before the middle ages, but they shouldn't be in the game just because they existed at that time.
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Kathryn Medows
 
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Post » Thu Oct 01, 2009 11:05 am

I'd like the reputation system from TESIII to make a come back in some form. Maybe split it up so that you have various reputations with all the different factions. It would sort of be like how in TESIII, what faction you were in modified the disposition of other NPCs to you (also depending on what faction they are in). So, if you do a quest that benefits your guild faction, and, say, a commoner's faction, then your reputation with both would increase. But, there wouldn't be any change with, say, an unrelated guild faction. When you talk to NPCs, if your reputation with them is higher, then they'll have a better disposition toward the player character.

I dunno. I just don't want to see the black-and-white, good-and-evil, lawful-chaos type of morality system, because it is narrow-minded, restricts gameplay and role-playing, and is unrealistic.

I fail to see how the alignment system as established in the DnD rules which a lot of games use is narrow minded,restricts gameplay, roleplaying, and unrealistic. When it's a good representation of how each one of us are in reality .

The irony however is you suggesting a MMO style system that's even more black and white.
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lauren cleaves
 
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Post » Thu Oct 01, 2009 1:16 am

Steam engines were also developed in Greece before the middle ages, but they shouldn't be in the game just because they existed at that time.


Steam engines were all over Morrowind dude, steam is what powered a lot of Dwemer stuff.
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Mark Churchman
 
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Post » Thu Oct 01, 2009 3:16 am

Steam engines were all over Morrowind dude, steam is what powered a lot of Dwemer stuff.

The point is that nothing should be in the game just because it existed at a certain time period in real life.
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Matt Gammond
 
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Post » Thu Oct 01, 2009 2:29 pm

I fail to see how the alignment system as established in the DnD rules which a lot of games use is narrow minded,restricts gameplay, roleplaying, and unrealistic. When it's a good representation of how each one of us are in reality .

The irony however is you suggesting a MMO style system that's even more black and white.

I'd prefer Morrowinds system over DnD's system.
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Horse gal smithe
 
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Post » Thu Oct 01, 2009 7:18 am

I just thought of a question that I've never seen on here. What do you think(or hope) the theme song for TES V will be like? I like http://www.youtube.com/watch?v=VPEEp5R_pOo&feature=related, the song that was originally going to be Oblivion's theme song.
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Eliza Potter
 
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Post » Thu Oct 01, 2009 12:28 pm

The point is that nothing should be in the game just because it existed at a certain time period in real life.

If that's not good enough, there's also "they should be in the game because they offer a greater range of variety and balance to projectile weapons."
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Rachie Stout
 
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Post » Thu Oct 01, 2009 2:21 am

I want TES V to use http://www.youtube.com/watch?v=VPEEp5R_pOo&feature=related theme song, the one that was originally going to be used for Oblivion.
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sarah taylor
 
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Post » Thu Oct 01, 2009 7:43 am

Steam engines were all over Morrowind dude, steam is what powered a lot of Dwemer stuff.


That is an excellent point! And it just made me think how "rare" and ultimately cool it would be if in the next game the Dwemer artifacts had mechanical elements to them. You just know there will be a black market for Dwemer artifacts since Vvardenfell has, well, been "changed" (Don't want to spoil anything for anyone who hasn't read the book).
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Ron
 
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Post » Thu Oct 01, 2009 5:36 pm

If that's not good enough, there's also "they should be in the game because they offer a greater range of variety and balance to projectile weapons."


If I may add something to that list, how about throwing knives?
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Hearts
 
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Post » Thu Oct 01, 2009 12:43 pm

I just thought of a question that I've never seen on here. What do you think(or hope) the theme song for TES V will be like? I like http://www.youtube.com/watch?v=VPEEp5R_pOo&feature=related, the song that was originally going to be Oblivion's theme song.

I like that one too.
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Marnesia Steele
 
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Post » Thu Oct 01, 2009 3:31 pm

I like that one too.


It is slightly different from Morrowind's theme, so it won't be an exact copy if used in the TES V. Have people given much thought to what the soundtrack of TES V will be like? I think this is one of the few things we haven't speculated about yet.
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Rachie Stout
 
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Post » Thu Oct 01, 2009 6:41 am

That is an excellent point! And it just made me think how "rare" and ultimately cool it would be if in the next game the Dwemer artifacts had mechanical elements to them. You just know there will be a black market for Dwemer artifacts since Vvardenfell has, well, been "changed" (Don't want to spoil anything for anyone who hasn't read the book).

Just had some clockwork animals in mind, like when walking along the shore and picking up a small crab, you recognize that it is a mechanical crab. Just as a random curiosity. Interactive dwemer puzzleboxes would also be nice.
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Laurenn Doylee
 
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Post » Thu Oct 01, 2009 8:36 am

I just thought of a question that I've never seen on here. What do you think(or hope) the theme song for TES V will be like? I like http://www.youtube.com/watch?v=VPEEp5R_pOo&feature=related, the song that was originally going to be Oblivion's theme song.

Thats nothing, it should be more like this: http://www.youtube.com/watch?v=m_SdnbQpTg4
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tegan fiamengo
 
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Post » Thu Oct 01, 2009 2:03 am

It is slightly different from Morrowind's theme, so it won't be an exact copy if used in the TES V. Have people given much thought to what the soundtrack of TES V will be like? I think this is one of the few things we haven't speculated about yet.

Bethesda would probally hire Jeremy Soule again,and I hope they do,his music makes me feel at peace and warm and fuzzy inside(ex.like being in a cabin inthe mountains in the winter,infront the fireplace drinking hot coco).
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Ron
 
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Post » Thu Oct 01, 2009 9:23 am

I hope it's more single instrument driven like Morrowind's soundtrack. Most of Morrowind's music is lead by a flute, and it has a nice simplicity to it. Mabey the next game could feature more brass (my personal pick being the french horn), with less of a backing orchestra. Basically, I would like to see the music in the next TES game less full orchestra, and more soloist.
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P PoLlo
 
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