TES V Ideas and Suggestions # 149,

Post » Mon Oct 05, 2009 7:13 pm

Welcome to TES V Ideas and Suggestions # 149

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.


http://www.gamesas.com/bgsforums/index.php?showtopic=1023937
http://www.gamesas.com/bgsforums/index.php?showtopic=1025326
http://www.gamesas.com/bgsforums/index.php?showtopic=1026491
http://www.gamesas.com/bgsforums/index.php?showtopic=1027877
http://www.gamesas.com/bgsforums/index.php?showtopic=1028435
http://www.gamesas.com/bgsforums/index.php?showtopic=1029965
http://www.gamesas.com/bgsforums/index.php?showtopic=1031535
http://www.gamesas.com/bgsforums/index.php?showtopic=1032326
http://www.gamesas.com/bgsforums/index.php?showtopic=1034439
http://www.gamesas.com/bgsforums/index.php?showtopic=1036286
http://www.gamesas.com/bgsforums/index.php?showtopic=1038148
http://www.gamesas.com/bgsforums/index.php?showtopic=1041304
http://www.gamesas.com/bgsforums/index.php?showtopic=1044483
http://www.gamesas.com/bgsforums/index.php?showtopic=1048173
http://www.gamesas.com/bgsforums/index.php?showtopic=1051579
http://www.gamesas.com/bgsforums/index.php?showtopic=1054161
http://www.gamesas.com/bgsforums/index.php?showtopic=1056032
http://www.gamesas.com/bgsforums/index.php?showtopic=1057095
http://www.gamesas.com/bgsforums/index.php?showtopic=1057491
http://www.gamesas.com/bgsforums/index.php?showtopic=1058753
http://www.gamesas.com/bgsforums/index.php?showtopic=1059919
http://www.gamesas.com/bgsforums/index.php?showtopic=1060496
http://www.gamesas.com/bgsforums/index.php?showtopic=1061859
http://www.gamesas.com/bgsforums/index.php?showtopic=1062426
http://www.gamesas.com/bgsforums/index.php?showtopic=1063704
http://www.gamesas.com/bgsforums/index.php?showtopic=1064713
http://www.gamesas.com/bgsforums/index.php?showtopic=1065099
http://www.gamesas.com/bgsforums/index.php?showtopic=1066038
http://www.gamesas.com/bgsforums/index.php?showtopic=1067210
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Devils Cheek
 
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Post » Mon Oct 05, 2009 9:59 pm

Keep the blocking control like oblivion, combat was way more fun with blocking and attacking in oblivion than morrowinds dices.

Come on, 1 of the biggest reasons that people quit morrowind on the first time is because of the slow and boring combat.
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Rebekah Rebekah Nicole
 
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Post » Mon Oct 05, 2009 5:02 pm

Speaking of blocking, make it so that blocking with a dagger has almost no use, or no use at all. I thought it was weird I could block an incoming two-handed hammer with my tiny knife. I liked the ideas of moving your shield slower towards your body when you're at a low block level, but I think that should also depend on the weight of the shield (or weapon). I also think that falling down due to hard hits against your shield should also depend on your agility. More on your block skill, of course, but also agility because that skill determines how often you're staggered back.
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Tamika Jett
 
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Post » Mon Oct 05, 2009 10:36 pm

I would like to buy a cart, to be able to travel with it like a horse, to stock it with all sorts of stuff from one town and sell that stuff to various towns at varying prices. In essence I'd like the ability to be a trader with a trade cart. Also, if there are a lot of islands in the area I could either hire/buy a boat or trade with the people at the docks. I'd like my cart to be stabled at city gates, and I'd like to be able to lock it.

About blocking, this is one instance I must completely agree with seti, I liked Morrowinds blocking system, when I play Oblivion I never block, there just isn't a need for it, if I took 30% damage from every hit then maybe I'd start to use the block skill some more. To have the character block based on character skill makes sense to me. If I was put into a battle situation in real life and given a shield and sword I would not be able to block all the time against a person with more skill than me, a sword can swing high and low and from varying directions so it is very hard to not only predict the direction but also move the shield around to deflect all those hits.

This brings up another point, in Daggerfall and Arena when I swing a sword I can choose the direction of the swing, I'd like to see something like this in TESV, I'm tired of seeing my sword constantly go from top right to bottom left all the time.

Stephen.
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ShOrty
 
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Post » Mon Oct 05, 2009 3:14 pm

Ummm... HOW is removing manual blocking even close to reasonable? Gee, I see this archer standing "too far away to pummel" drawing back an arrow. Nope, the dice say I don't need/want to block. Arrow in the face.

Sorry, but my character is not a set of dice rolls. He has a brain and uses it. Archer about to fire? BLOCK! Sure, the arrow might miss the shield... but it's not going to hit me square in the face/chest. That's really priority #1 here. Whether the game mechanics demand/reward this thinking or not.

So remind me WHY the strange desire to remove my ability to recognize "OHCRAP! ARCHER" and block (simulating the character doing the same) and instead allowing the character to block the enemies I (and by extension, he) did NOT see?

Sometimes, the endorsed opinions in these forums make me shake my head. So you personally don't ever block... or block everything like a turtle. SO WHAT? Blocking like a turtle is supported by in-game lore (The Mirror). Why should the player be denied the option of CHOOSING to play a defensive fighter? For what? Dice rolls in the name of "character skill"? What about leaving it in in the name of "role-playing"?
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Doniesha World
 
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Post » Mon Oct 05, 2009 1:12 pm

I would be perfectly fine if it was a mixture of both. Let the player manually block whenever they want, but also allow the chance for the player to automatically block. And like ThatOneGuy said, make it so that there is a chance of failure.
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Silvia Gil
 
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Post » Tue Oct 06, 2009 2:21 am

I would be perfectly fine if it was a mixture of both. Let the player manually block whenever they want, but also allow the chance for the player to automatically block. And like ThatOneGuy said, make it so that there is a chance of failure.


Yes, I agree with this completely, bring back Morrowind's auto dice roll block but keep Oblivion's manual block, so that if I never press the block button and my block skill is 10 then I'll hardly block anything, if my block skill is 100 then I'll auto block around 50-90% of the hits depending on where my back is in relation to an attack, then if I choose to block manually I get a slightly higher chance to deflect an attack.

Stephen.
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Inol Wakhid
 
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Post » Mon Oct 05, 2009 10:56 pm

I would rather have that you can manual block, but that there's a chance of failure which gets less and less as you progress at blocking. Blocking something is pretty consistent, but blocking something correctly can be pretty hard.
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Ryan Lutz
 
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Post » Mon Oct 05, 2009 12:51 pm

My try on blocking.

Manually blocking lets you hold your shield in front of you. This obscures a bit of your view and slows you down, based on the size of the shield. But it can also block spells and projectiles.
There is no "percentual chance" of an attack bypassing a shield. Any attack that physically connects with the shield is blocked or deflected, even if you just hold the shield on your side or have it strapped to your back. Unprotected areas of your body are always vulnerable.
While blocking, you always take the full blunt force of the attack, but your skill lets you absorb or deflect more of it, and you recover faster. A hit can throw your shield aside, leaving you open to the next attack, if you don't recover fast enough, or it can knock the shield out of your hand. A strong enough attack can even push the shield away without being deflected enough to miss you, both influenced by shield size and skill. Even if you absorb the blow, it can still stagger you or knock you to the ground. Fatigue and strength also matter.
You can crouch behind a large shield for better protection and stance, and you can still use a weapon, but more limited. Palace guards would use this tactic to completely seal passages in case some maniac tries to run in and attack the emperor.

Automatic blocking works similar to parrying. Your character attempts to block or deflect all melee attacks he can see coming, but not projectiles or attacks from the back. Again, there is no random chance that your character decides not to block. A skilled character reacts faster and can deflect more of the attacks force. Your blocks are centered on your crosshair, or a bit below it, so if you aim at your opponents weapon, your attempt to block will be more successful. With the faster blocking at higher skill, you don't have to aim at your opponents weapon. Smaller shields or bucklers are faster to use, while protecting a smaller area.
As with manual blocking, you have to recover after a hit, to react to the next attack.

This would tie in well with a more complex combat system, where you can attack from the sides, kick, or charge at a shielded opponent.
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Gwen
 
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Post » Mon Oct 05, 2009 2:18 pm

I much prefered Morrowind's combat system over Oblivion's.

I mean, in Oblivion, you can just hit everything. There's no effort put into it. In Morrowind, you have to put a lot of love and hard work into your character before he starts hitting most of his attacks. There's a much higher sense of accomplishment.
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Michelle davies
 
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Post » Mon Oct 05, 2009 8:34 pm

I got to say that I find Daniels_Kays post on blocking very pleasant.

:thumbsup:
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mike
 
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Post » Mon Oct 05, 2009 4:30 pm

I'd like to see the ability to pick up sources of light return in TESV. In Morrowind, we could pick up and drop candles and lanterns, but the closest thing we got to that in Oblivion were torches.
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YO MAma
 
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Post » Mon Oct 05, 2009 12:00 pm

Since mages can enchant items, i'd like to see armorers able to improve items. You find the right material from mines, and other blacksmiths, and just like enhanting, you will be able to improve items with different effects with your material.

Improvements could be:

1. Improved Armor Health.

2. Decreased Weight.

3. Decreased Slowing On Speed.

4. Enemy Weapons Gets Damaged When Hit.

5. Increased Attack Speed.

6. Improved Damage.

And many other improvements that would make smithing fun for warriors, as enchanting is for mages.
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Holli Dillon
 
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Post » Tue Oct 06, 2009 1:19 am

My own thought on blocking was to make it a sort of twist on locational damage; instead of simply pressing the button and entering a universal block mode, you need to aim the crosshair at the attack. Hitting the target is the "best" block, completely deflecting the force, while away from the target but still in the (invisible) safe radius redirects it, glancing the blow across the shield. The higher the character's block skill, the wider the effective radius becomes. Larger shields would include a bigger circle as well, but would be heavy, basically slowing mouse sensitivity wihle you're holding up the shield. It gives you the manual ability to block when desired, but also puts a lot of importance on character skill. Someone with low skill trying to block effectively would have to frantically keep up with an enemy, while high skill would let someone keep multiple attackers at bay with fairly little effort.
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Lily Something
 
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Post » Mon Oct 05, 2009 4:20 pm

Yes, I agree with this completely, bring back Morrowind's auto dice roll block but keep Oblivion's manual block, so that if I never press the block button and my block skill is 10 then I'll hardly block anything, if my block skill is 100 then I'll auto block around 50-90% of the hits depending on where my back is in relation to an attack, then if I choose to block manually I get a slightly higher chance to deflect an attack.

Stephen.

Agreed. Blocking needs to be a little more dynamic, because the block-slash-slash-block-rinse repeat strategy for most fights becomes way too repetitive and tedious. Seriously, if I am bringing down a giant axe or hammer, a bandit with a dinky dagger shouldn't be able to block that and slash me up 5 times before I have a chance to meet in kind.
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sas
 
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Post » Mon Oct 05, 2009 7:59 pm

Agreed. Blocking needs to be a little more dynamic, because the block-slash-slash-block-rinse repeat strategy for most fights becomes way too repetitive and tedious. Seriously, if I am bringing down a giant axe or hammer, a bandit with a dinky dagger shouldn't be able to block that and slash me up 5 times before I have a chance to meet in kind.

yeah, something like staggering should definitely be affected by the weapon type that attacker/defender are using.

EDIT: If the defender is blocking with their weapon of course.
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Deon Knight
 
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Post » Mon Oct 05, 2009 12:44 pm

Crap, double post
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stevie trent
 
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Post » Mon Oct 05, 2009 12:54 pm

I got to say that I find Daniels_Kays post on blocking very pleasant.

:thumbsup:

Someones been playing Mount&Blade :)
I was about to say that make it like M&B, but he described it for you. Did he mention that the shield protects your back, when is strapped there and youre riding away from enemy archers? Or, you just feel like standing with your back turned to them.

I would still rename it as Shield skill:
Shield covers the usage of shields, while parrying with any weapon (or bare hands) is dependant on the weapon skill in question. Parrying is always part of the weapons training, you don't go to one trainer to learn how to hit with an axe, and then to other one to learn how to block with it. Shield is the most effective blocking device, and can be used for bashing too. Shields can even protect you from magic projectiles, while naturally they cover you from arrows and bolts quite well. You don't suffer any damage from succesful shield blocks, usually.



I'd like to see the ability to pick up sources of light return in TESV. In Morrowind, we could pick up and drop candles and lanterns, but the closest thing we got to that in Oblivion were torches.

Couldn't agree more! Decorating your house with colored lamps was nice, and carrying not a torch but a candle stick in a cave was atmospheric.
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Ebou Suso
 
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Post » Mon Oct 05, 2009 1:42 pm

Someones been playing Mount&Blade :)
I was about to say that make it like M&B, but he described it for you. Did he mention that the shield protects your back, when is strapped there and youre riding away from enemy archers? Or, you just feel like standing with your back turned to them.

No, never played M&B ^_^ (i should try it, though). I thought that any piece of armor should protect exactly what it covers (or at least just the body part it covers), instead of just giving an armor bonus, so you can attack an unprotected area if you see it. But that with the shield on your back actually had me think of Team Fortress 2 (now where is that damn car battery).


There are some things I'd want new or slightly altered.

Combat mode: Replaces "draw weapon" and "sheath weapon". It just toggles between normal interaction and combat (you draw your current weapon when you go into combat mode), like in gothic, and allows you to use the same button in two different situations.

Offhand: Replaces "block" and uses anything you hold in your second hand (I think you should be able to make left handed characters). You can attack with a second weapon, drink a potion, use a spell, or hold a torch in front of you. If your hand is free, you can try to grab something or someone. And if you hold a shield, it works exactly like the block button.

Sprint: I'd like to have the default walking and running speeds staying the same, even if you raise your speed. But holding the sprint button lets you dash forward at your maximum possible speed, allowing you to run from danger. You can also use sprint to swim faster, and while riding it makes your mount gallop. Your weapons are not usable while you sprint, and you drain a lot of stamina, but it has uses in combat. If you sprint while in combat mode, you charge into your enemy and bash with your shoulder, or with shield when you block.
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James Wilson
 
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Post » Mon Oct 05, 2009 4:40 pm

So TES V is set 200 years after OC... There should atleast be wagons roaming wherever the setting. There should be some huge advancement in technology, much like a jump that occured between the Revolutionary and WW 1, whether it be in military or magic, something needs to change in that area. And there needs to be some evidence of what happened at Vivec, maybe we should be allowed to see ground zero. And Umbra should still be roaming around, and he should have an equally powerful counterpart.
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x_JeNnY_x
 
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Post » Mon Oct 05, 2009 3:03 pm

So TES V is set 200 years after OC... There should atleast be wagons roaming wherever the setting. There should be some huge advancement in technology, much like a jump that occured between the Revolutionary and WW 1, whether it be in military or magic, something needs to change in that area.


Oh god not this again. Thousands of years have passed on Nirn, yet technology has stayed relatively the same. A 200 year jump, while seemingly huge to us, is small in comparison to how long life has existed on Nirn. It does not mean that there has to be a huge advancement in technology. While our civilization advances very much in a few hundred years, the civilizations on Nirn are different and are relatively static.

Edit: Typo
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Gemma Woods Illustration
 
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Post » Tue Oct 06, 2009 3:04 am

No, never played M&B ^_^ (i should try it, though). I thought that any piece of armor should protect exactly what it covers, instead of just giving an armor bonus, so you can attack an unprotected area if you see it. But that with the shield on your back actually had me think of Team Fortress 2 (now where is that damn car battery).


There are some things I'd want new or slightly altered.

Combat mode: Replaces "draw weapon" and "sheath weapon". It just toggles between normal interaction and combat (you draw your current weapon when you go into combat mode), like in gothic, and allows you to use the same button in two different situations.

Offhand: Replaces "block" and uses anything you hold in your second hand (I think you should be able to make left handed characters). You can attack with a second weapon, drink a potion, use a spell, or hold a torch in front of you. If your hand is free, you can try to grab something or someone. And if you hold a shield, it works exactly like the block button.

Sprint: I'd like to have the default walking and running speeds staying the same, even if you raise your speed. But holding the sprint button lets you dash forward at your maximum possible speed, allowing you to run from danger. You can also use sprint to swim faster, and while riding it makes your mount gallop. Your weapons are not usable while you sprint, and you drain a lot of stamina, but it has uses in combat. If you sprint while in combat mode, you charge into your enemy and bash with your shoulder, or with shield when you block.


I like some ideas, but do you mean that we cant drink potions while holding a shield?
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Samantha hulme
 
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Post » Mon Oct 05, 2009 12:37 pm

I like some ideas, but do you mean that we cant drink potions while holding a shield?

Sure you can, but you cannot hold both in the same hand. The offhand is just for holding a potion ready, instead of searching it out of your inventory.


Oh god not this again. Thousands of years have passed on Nirn, yet technology has stayed relatively the same. A 200 year jump, while seemingly huge to us, is small in comparison to how long life has existed on Nirn. It does not mean that there has to be a huge advancement in technology. While our civilization advances very much in a few hundred years, the civilizations on Nirn are different and are relatively static.

I'm all for some subtle changes (nothing big), not only in technology, but also in magic, culture and architecture. This would show that the world isn't completely static, and you really feel you are in another time period.
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Heather Kush
 
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Post » Mon Oct 05, 2009 11:16 pm

Not to mention the world is in utter chaos and it's much less likely to have technological breakthroughs with the little manpower going toward that subject. Not to mention they really don't have technology, rather magic.
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Jessica Lloyd
 
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Post » Mon Oct 05, 2009 6:55 pm

Here are some features I would like to see in a future Elder Scrolls Game. I haven't really had the time to figure out all the details, but just some basic concepts I've been playing around with.
1.) For fighting I would like to have the ability to learn different fighting "styles ". It would work in much the same way as spells, but instead of causing a magical effect it would instead make the player do a combination of moves. Then give the fighter's guild the equivalent of the spell making alter, where a player could create custom attack styles using moves they already have learned. Using these moves would draw on fatigue instead of magicka.

2.) For spell casting I would like it if you could cast constant effect spells. Using one of these spells would "tie up "a certain amount of magicka. If the player's magicka were to drop below the required level the spell would end. Maintaining a constant effect would also cause a drain on fatigue and magicka for the entire time the spell was active. This amount would be less the more skilled the player is in that school of magic.

3.) Pack horses would be nice, and how about NPC's for hire. A knight should have a squire to care for his horse and equipment. Of course it would be up to the player to provide the required tools, food, and equipment needed to maintain them. That would also suggest an armorer skill for the squire, maybe even paid training.

Well that's enough for now, just a few random thoughts; I could go on like this for hours.
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Nany Smith
 
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