TES V Ideas and Suggestions #150

Post » Thu Oct 15, 2009 7:26 pm

Why dont people understand that we cannot have more than 1 province without dumbing down the game?


Because we can have all the provinces without dumbing down the game, it is possible, and it's what we all want, some of you don't seem to understand that it is possible to have greatness upon greatness instead of sacrificing one for the other.

Stephen.
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Sudah mati ini Keparat
 
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Post » Fri Oct 16, 2009 12:51 am

Because we can have all the provinces without dumbing down the game, it is possible, and it's what we all want, some of you don't seem to understand that it is possible to have greatness upon greatness instead of sacrificing one for the other.

Stephen.


No, it's not what we all want. If Bethesda had more than one province in a game, then:
1. Both provinces will be small or dumbed-down.
or
2. We will have to wait twice as long for TES V.
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Del Arte
 
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Post » Fri Oct 16, 2009 7:55 am

Because we can have all the provinces without dumbing down the game, it is possible, and it's what we all want, some of you don't seem to understand that it is possible to have greatness upon greatness instead of sacrificing one for the other.

Stephen.


But it ISN'T possible! Do you remember how small Cyrodiil was? It was actually smaller than Vvardenfell was in Morrowind in terms of how big the world was, despite how big Cyrodiil was supposed to be. Now imagine all of Tamriel stuffed inside an area the size of Cyrodiil in Oblivion. Yeah, not a pretty picture is it? Don't you think that Bethesda would put more than one province in the game if they could without it taking several extra years of development?

I mean really, read up on how complicated game development is before saying such ridiculous things.
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Tarka
 
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Post » Fri Oct 16, 2009 1:33 am

Because we can have all the provinces without dumbing down the game, it is possible, and it's what we all want, some of you don't seem to understand that it is possible to have greatness upon greatness instead of sacrificing one for the other.

Stephen.


yes, if you want to wait 50 years for the game to come out. realistically its not possible for bethesda to create such a large game because of these tiny weeny little obstacles:

1. The amount of programming, textures, scripting is unimaginable just for one province alone. oblivion took so many years to come out and it only had one province, think of all the other lands, all the peoples dialogue, architecture imaging - the scope is ridiculously time consuming and if they went for that approach the game would take decades to make.

2. Bethesda have millions of impatient fans who want this game by next year and wouldnt stand around and wait any longer than is absolutely necessary

3. Oblivion glitches from fighting bandits because already the game is straining xbox and Ps3 capabilities. To have all this and the new graphics of the new game etc. you wouldn't even be able to put the disc in without your console exploding

4. If they put so much stuff in it WILL lack in another aspect whether you think it will or not
sorry stephen but its you who dont understand, im with toppdogg on this one
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matt
 
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Post » Fri Oct 16, 2009 8:17 am

if you've heard anything of what Peter Molyneux has said about this you'll know what I'm talking about.

Yeah, but he's also full of crap and fail. Good point though, about the end timing.

Let's see, what can I add that hasn't been said yet...
Guns, maybe Dwemer-made, a VATS system, lots of perks, and a total fail safe system. I don't want to have to work hard or overcome challenges to complete quests, I don't want to travel far, so I prefer a fast travel system that ignores actual transportation realism. I hate asking NPC's for directions, because sometimes they're wrong, or they just don't know. Instead, I would like to have a compass that points to anything and everything that pertains to my quests, and undiscovered dungeon locations. And I want to be able to hit my enemy every time I swing my weapon, even if I'm a level 1 wizard fresh off the boat, swinging a warhammer.
Seriously though, if there is going to be vampires and/or werewolves, lots of quests (especially for vampires) need to be implemented, so you can actually feel like you belong to something. Werewolves are savage, so maybe they don't directly apply. Morrowind's clans felt lonely, I felt hated, and there was no respect. Oblivion of course didn't deliver at all. There needs to be some depth to it, so it's enough to make you want to stay that way.
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Trey Johnson
 
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Post » Thu Oct 15, 2009 8:23 pm

Because we can have all the provinces without dumbing down the game, it is possible, and it's what we all want, some of you don't seem to understand that it is possible to have greatness upon greatness instead of sacrificing one for the other.

Stephen.


Didnt you heard what i said? Then try oblivion with mods that increased enemy spawn. enhanced graphics, and all the Unique Landscape mods and try to fight a group of enemies, and lets see how much your computer cries about its pain. Now try multiply x7 (all the provinces) and figue out that your pc will burst in flames!!!!!!

Its impossible.......IMPOSSIBLE
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Beast Attire
 
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Post » Fri Oct 16, 2009 9:03 am

But it ISN'T possible! Do you remember how small Cyrodiil was? It was actually smaller than Vvardenfell was in Morrowind in terms of how big the world was, despite how big Cyrodiil was supposed to be. Now imagine all of Tamriel stuffed inside an area the size of Cyrodiil in Oblivion. Yeah, not a pretty picture is it? Don't you think that Bethesda would put more than one province in the game if they could without it taking several extra years of development?

I mean really, read up on how complicated game development is before saying such ridiculous things.


Well, Cyrodiil is actually bigger than Vvardenfell ingame(Cyrodiil-16 square miles, Vvardenfell-10 square miles), but it took 4 years just to create Cyrodiil(one province). Anyway, there is one Elder Scrolls game with all of Tamriel's provinces. It's called TES I: Arena and Bethesda is allowing people to download it for free off of their official website, goddreaming. A hand-crafted game(which I greatly prefer) could not be made with more than one province in 4 or 5 years, like a game with one province, if the provinces aren't made smaller, or if they aren't lacking in content.
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kirsty williams
 
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Post » Thu Oct 15, 2009 9:51 pm

Well, Cyrodiil is actually bigger than Vvardenfell ingame(Cyrodiil-16 square miles, Vvardenfell-10 square miles), but it took 4 years just to create Cyrodiil(one province). Anyway, there is one Elder Scrolls game with all of Tamriel's provinces. It's called TES I: Arena and Bethesda is allowing people to download it for free off of their official website, goddreaming. A hand-crafted game(which I greatly prefer) could not be made with more than one province in 4 or 5 years, like a game with one province, if the provinces aren't made smaller, or if they aren't lacking in content.


Whoops, I thought it was the other way around. :nuts:
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Tamara Dost
 
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Post » Fri Oct 16, 2009 6:02 am

No, it's not what we all want. If Bethesda had more than one province in a game, then:
1. Both provinces will be small or dumbed-down.

Exactly, although it's a sad fact. When Morrowind tried to use a small part of one province, and that worked, but it wasn't perfectly to scale. When Oblivion was the whole province it didn't work because there was way less citys, it was nowhere near to scale, and you can travel from cheydihall to anvil in about 12 hours on a black horse.
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Tanika O'Connell
 
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Post » Fri Oct 16, 2009 1:48 am

But it ISN'T possible! Do you remember how small Cyrodiil was? It was actually smaller than Vvardenfell was in Morrowind in terms of how big the world was, despite how big Cyrodiil was supposed to be. Now imagine all of Tamriel stuffed inside an area the size of Cyrodiil in Oblivion. Yeah, not a pretty picture is it? Don't you think that Bethesda would put more than one province in the game if they could without it taking several extra years of development?

I mean really, read up on how complicated game development is before saying such ridiculous things.

He tends to make statements like those from time to time about how easy it would be for betheseda to just add something.
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Amanda Leis
 
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Post » Thu Oct 15, 2009 7:05 pm

Yeah, but he's also full of crap and fail. Good point though, about the end timing.

Let's see, what can I add that hasn't been said yet...
Guns, maybe Dwemer-made, a VATS system, lots of perks, and a total fail safe system. I don't want to have to work hard or overcome challenges to complete quests, I don't want to travel far, so I prefer a fast travel system that ignores actual transportation realism. I hate asking NPC's for directions, because sometimes they're wrong, or they just don't know. Instead, I would like to have a compass that points to anything and everything that pertains to my quests, and undiscovered dungeon locations. And I want to be able to hit my enemy every time I swing my weapon, even if I'm a level 1 wizard fresh off the boat, swinging a warhammer.
Seriously though, if there is going to be vampires and/or werewolves, lots of quests (especially for vampires) need to be implemented, so you can actually feel like you belong to something. Werewolves are savage, so maybe they don't directly apply. Morrowind's clans felt lonely, I felt hated, and there was no respect. Oblivion of course didn't deliver at all. There needs to be some depth to it, so it's enough to make you want to stay that way.

It took me a minute to realize the sarcasm :rofl:
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Amie Mccubbing
 
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Post » Fri Oct 16, 2009 4:04 am

1. The amount of programming, textures, scripting is unimaginable just for one province alone. oblivion took so many years to come out and it only had one province, think of all the other lands, all the peoples dialogue, architecture imaging - the scope is ridiculously time consuming and if they went for that approach the game would take decades to make.

All the more reason to go back to text based dialogue like in previous games. Not only would this make it easier to make a huge amount of talking, but I can read way faster then the voice actors can talk. The problem with this though, is that NPCs can't talk to each other very well.
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Kirsty Collins
 
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Post » Fri Oct 16, 2009 5:21 am

The ability to swing your torch to light flammable objects on fire.
Remember the Ocarina of Time, you could light your sticks on fire to light torches and webs and stuff.
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Cassie Boyle
 
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Post » Fri Oct 16, 2009 12:28 am

The ability to swing your torch to light flammable objects on fire.
Remember the Ocarina of Time, you could light your sticks on fire to light torches and webs and stuff.


Either that or the player could be able to use torches as weak weapons, lighting enemies on fire.
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Frank Firefly
 
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Post » Thu Oct 15, 2009 11:20 pm

All the more reason to go back to text based dialogue like in previous games. Not only would this make it easier to make a huge amount of talking, but I can read way faster then the voice actors can talk. The problem with this though, is that NPCs can't talk to each other very well.

Hmm yea I think your right I usually just have subtitles and skip what they are saying because I read faster than them anyway, but this may lead to conversations getting tedious like dragon age was for me. Too much talking can be a bad thing. What they should do is go back to morrowind style conversation system and save all the voice acting budget to go towards better gameplay? hard to say because I did enjoy properly talking to people not being greeted with a text box every 2 minutes :shrug:
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Louise Dennis
 
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Post » Fri Oct 16, 2009 3:30 am

Seriously though, if there is going to be vampires and/or werewolves, lots of quests (especially for vampires) need to be implemented, so you can actually feel like you belong to something. Werewolves are savage, so maybe they don't directly apply. Morrowind's clans felt lonely, I felt hated, and there was no respect. Oblivion of course didn't deliver at all. There needs to be some depth to it, so it's enough to make you want to stay that way.

Werewolf quests are tough to wedge in what with the madness and such (and since I'm strongly opposed to the "pack" idea). Maybe a deal with someone discovering it and blackmailing you. Probably the easiest way to implement quests would be through Hircine. For serious differences like that, I'd like the gameplay itself to really feel different. It was fun in Morrowind for a while, but being a werewolf was mostly the same melee combat with more speed and tunnel vision. I'd like lycanthropes to be jumping and climbing swiftly over obstacles that severely slow or impede humans, tearing through lesser obstructions like simple wooden doors. I want to really feel like a psychotic, menacing beast as I chase a terrified victim, scrabbling over a ten foot stone wall and smashing through the door of his house without slowing down, pursuing him into a corner and tearing his limbs off. People talk about adding dismemberment, but I want it to be where it's warranted. People don't just fly apart when you hit them with an axe. They fly apart when you hit them with a werewolf.
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Nick Tyler
 
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Post » Fri Oct 16, 2009 6:13 am

Werewolf quests are tough to wedge in what with the madness and such (and since I'm strongly opposed to the "pack" idea). Maybe a deal with someone discovering it and blackmailing you. Probably the easiest way to implement quests would be through Hircine. For serious differences like that, I'd like the gameplay itself to really feel different. It was fun in Morrowind for a while, but being a werewolf was mostly the same melee combat with more speed and tunnel vision. I'd like lycanthropes to be jumping and climbing swiftly over obstacles that severely slow or impede humans, tearing through lesser obstructions like simple wooden doors. I want to really feel like a psychotic, menacing beast as I chase a terrified victim, scrabbling over a ten foot stone wall and smashing through the door of his house without slowing down, pursuing him into a corner and tearing his limbs off. People talk about adding dismemberment, but I want it to be where it's warranted. People don't just fly apart when you hit them with an axe. They fly apart when you hit them with a werewolf.


Good idea.

Maybe if you are a werewolf you will get hunted down by mercenaries once ina while like the Talon Company in fallout 3,
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Eoh
 
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Post » Fri Oct 16, 2009 9:01 am

Werewolf quests are tough to wedge in what with the madness and such (and since I'm strongly opposed to the "pack" idea). Maybe a deal with someone discovering it and blackmailing you. Probably the easiest way to implement quests would be through Hircine. For serious differences like that, I'd like the gameplay itself to really feel different. It was fun in Morrowind for a while, but being a werewolf was mostly the same melee combat with more speed and tunnel vision. I'd like lycanthropes to be jumping and climbing swiftly over obstacles that severely slow or impede humans, tearing through lesser obstructions like simple wooden doors. I want to really feel like a psychotic, menacing beast as I chase a terrified victim, scrabbling over a ten foot stone wall and smashing through the door of his house without slowing down, pursuing him into a corner and tearing his limbs off. People talk about adding dismemberment, but I want it to be where it's warranted. People don't just fly apart when you hit them with an axe. They fly apart when you hit them with a werewolf.

I can't help but picture people being beat with a werewolf tied to a stick. This amuses me to no ends and I thank you for it.
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lisa nuttall
 
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Post » Fri Oct 16, 2009 5:09 am

Good idea.

Maybe if you are a werewolf you will get hunted down by mercenaries once ina while like the Talon Company in fallout 3,

:nod:

I was also thinking that if somebody saw you transform, instead of everybody instantly hating you, they'd have to run to a guard to tell. So a swift execution of witnesses could keep you from being eternally hated.
But also, I like weresharks, and wereboars, and werelions, and werevultures, and werecrocodiles, and werebears too. :(

The poor wereshark gets no attention.

I also hate how as soon as you hit a guard, your bounty goes up. If you snipe a forester, the bounty goes up. It's like they have some sort of an invisible "guard nexus".
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Jodie Bardgett
 
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Post » Thu Oct 15, 2009 8:10 pm

I also hate how as soon as you hit a guard, your bounty goes up. If you snipe a forester, the bounty goes up. It's like they have some sort of an invisible "guard nexus".


apparently, imperial guards are the finest mystics in all Tamriel....



but seriously, this is my biggest complaint with Oblivion. it's hard to play an evil-doer when the guards are psychic. i want to see lots of adjustment in the crime and punishment area.
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Lily Evans
 
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Post » Fri Oct 16, 2009 8:39 am

Have a class system... say you cant associate with royalty without the gaurds punishing you. That makes wandering about the castles and seeking audiences with nobility harder to achieve. Then unlock guilds and factions once you have the proper status. Also time system calender based events like parades and royal balls. Then you can meet people, and party, and flirt with the princess or the maids
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x_JeNnY_x
 
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Post » Thu Oct 15, 2009 6:08 pm

Have a class system... say you cant associate with royalty without the gaurds punishing you. That makes wandering about the castles and seeking audiences with nobility harder to achieve. Then unlock guilds and factions once you have the proper status. Also time system calender based events like parades and royal balls. Then you can meet people, and party, and flirt with the princess or the maids

I wanted holidays parades and royal balls too. :D

Yay! That makes... 3 people that I've seen so far.

And maybe we could have "social" skills as well as "combat" and "magic". So then we could warm-up to people without hitting "Joke", or maybe dance and impress people that way.
I'm introverted, and I think social skills would be awesome! :nod: lol.
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Imy Davies
 
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Post » Thu Oct 15, 2009 7:52 pm

Sounds boring to me.
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Grace Francis
 
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Post » Thu Oct 15, 2009 10:44 pm

Playing with Fire! :flamethrower:

Setting things on fire and watch them burn. A fun and relaxing pastime with endless utilities for a sandbox game, just watch some GTA blooper videos :D. A game doesn't need much to have spreading but controlled fires.
The most important thing would be a dynamic temperature value for each object. This value's default can be lower or higher based on the ambient temperature of a cell or zone.
Another value is the ignition point of an object. This can be modified for each object, but the default value can simply be based on the material. The ignition point can also change when the object is dried or wet.

A fire source burns with a fixed temperature that decreases over time. As long as this fire source touches another object, it raises this objects temperature to a bit below it's own temperature, hotter sources raise temperature faster and can spread their heat over a distance. If the temperature rises above the ignition point, the object catches on fire. The fire will die down again if the temperature decreases back below the ignition point. Without a fire, the object's temperature rapidly decreases back to ambient temperature. A fire's temperature cannot rise higher than what ignited it, preventing endless spreading.

Objects can have a quality or health value, that decreases as they burn. Burnt objects may turn into ash, or be replaced with a charred object. Some objects like torches can have a "fuel" tag or value, that prevents it's temperature from decreasing if it burns (or making it decrease slower), until it is extinguished or completely consumed.
Different parts of objects, like torches, can have different ignition values, to restrict the fire to a certain part of it. Clothing can be divided into different parts, so you can have just a sleeve catching on fire, and the fire slowly spreading to other parts.
Burning vegetation is a bit more complex, as tracking the stats of every straw of grass could damage performance, but the game could divide grassy areas into smaller segments with individual values. And not all kinds of wood have the same values, igniting a full grown tree is harder than burning a shrub, same with wooden supports compared to firewood. Even flesh is hard to ignite.

The temperature value can also be used for freezing or thawing objects.
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Elizabeth Lysons
 
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Post » Thu Oct 15, 2009 7:58 pm

Playing with Fire! :flamethrower:

Setting things on fire and watch them burn. A fun and relaxing pastime with endless utilities for a sandbox game, just watch some GTA blooper videos :D. A game doesn't need much to have spreading but controlled fires.
The most important thing would be a dynamic temperature value for each object. This value's default can be lower or higher based on the ambient temperature of a cell or zone.
Another value is the ignition point of an object. This can be modified for each object, but the default value can simply be based on the material. The ignition point can also change when the object is dried or wet.

A fire source burns with a fixed temperature that decreases over time. As long as this fire source touches another object, it raises this objects temperature to a bit below it's own temperature, hotter sources raise temperature faster and can spread their heat over a distance. If the temperature rises above the ignition point, the object catches on fire. The fire will die down again if the temperature decreases back below the ignition point. Without a fire, the object's temperature rapidly decreases back to ambient temperature. A fire's temperature cannot rise higher than what ignited it, preventing endless spreading.

Objects can have a quality or health value, that decreases as they burn. Burnt objects may turn into ash, or be replaced with a charred object. Some objects like torches can have a "fuel" tag or value, that prevents it's temperature from decreasing if it burns (or making it decrease slower), until it is extinguished or completely consumed.
Different parts of objects, like torches, can have different ignition values, to restrict the fire to a certain part of it. Clothing can be divided into different parts, so you can have just a sleeve catching on fire, and the fire slowly spreading to other parts.
Burning vegetation is a bit more complex, as tracking the stats of every straw of grass could damage performance, but the game could divide grassy areas into smaller segments with individual values. And not all kinds of wood have the same values, igniting a full grown tree is harder than burning a shrub, same with wooden supports compared to firewood. Even flesh is hard to ignite.

The temperature value can also be used for freezing or thawing objects.

What happens if you throw fire inside of a wooden building though?

In GTA there aren't wooden buildings, in Oblivion there are.

Magical crossfire could result in a Kvatch 2.0.

...unless there's an invincible firefighting squad.
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louise hamilton
 
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