TES V Ideas and Suggestions #150

Post » Fri Oct 16, 2009 7:57 am

No, I'm with you there. Hence my R.I.P. statement. I don't think they'll ever concentrate on text very much ever again, not after voice acting became so appealing to the whole experience. I didn't mind it, really. The main thing that really got on my nerves was the forced greetings from these voice actors. I'm running from guards, as fast as I can, and I have to speak the guard while I'm 8 feet in mid-air. Or in the middle of some battle, the crap's getting thick & heavy, I'm about to die and launch a billion point lightning bolt, and Mr. Doofy wants to stop and have a word with me. It's this sort of thing that makes me wish it didn't exist. I hope it can be fixed.
User avatar
Svenja Hedrich
 
Posts: 3496
Joined: Mon Apr 23, 2007 3:18 pm

Post » Fri Oct 16, 2009 10:26 am

It was probably harder to notice it in fallout 3 because there werent as many npcs. I did however notice the redguard, guard, and male elf voice.
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Fri Oct 16, 2009 1:02 am

No, I'm with you there. Hence my R.I.P. statement. I don't think they'll ever concentrate on text very much ever again, not after voice acting became so appealing to the whole experience. I didn't mind it, really. The main thing that really got on my nerves was the forced greetings from these voice actors. I'm running from guards, as fast as I can, and I have to speak the guard while I'm 8 feet in mid-air. Or in the middle of some battle, the crap's getting thick & heavy, I'm about to die and launch a billion point lightning bolt, and Mr. Doofy wants to stop and have a word with me. It's this sort of thing that makes me wish it didn't exist. I hope it can be fixed.

Maybe an NPC has to walk up to you, and they'll just stand around, and then you'll get the message. Or they have to be around you for like 5 seconds so you know it's coming. Like they say "Hey, I need a word with you!" or "Psst. Over here!" or even "I saw what you did lawbreaker! Don't think you can get away that easily!"

So then while they're saying it you can just jump over their head and they'll give chase. :nod:

It was probably harder to notice it in fallout 3 because there werent as many npcs. I did however notice the redguard, guard, and male elf voice.

Well yeah, but it was 30 voice actors compared to 7 or 8. I'd like it better if they actually tried to change their voice. I mean, that's what voice actors are for.
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Thu Oct 15, 2009 9:59 pm

That's much more acceptable. For all these basic initial greetings, we shouldn't have to be locked into eye-to-eye conversations. Especially when my pockets are full of stolen loot, it's the last thing I'm trying to do. Of course, Oblivion's psychic guards didn't help matters much either. Welcome to the forums, Martut!
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Thu Oct 15, 2009 6:30 pm

Not an actual request, just an idea to toss out as "something for the forum to consider.

The idea is to have non-skill skills, sort of, that can be acquired with some difficulty during the game, as well as giving out a few initially and at fixed points in quest progression.

These skills would be called "Subjects" and "Lores", depending on whether they are abstract or much more everyday, and they would play into increasing the effectiveness of actual skills.

Example: you have an archer meant to be an assassin. Your priorities will be on marksmanship and stealth. You might choose to be skilled at mathematics and then further in the dependant area of physics. You're out of actual benefits at this point, but it's your intent to learn "Ballistics", which gives you the ability to finely target trajectories. No more direct-fire assassinations (unless you need to), you can snipe from behind a house, knowing where your arrow will land. But your character needs to learn ballistics to get any kind of "active targetting" for that kind of shot. The PLAYER can still line these shots up no matter what, but the character won't be able to (no on-screen targetting assistance) without the knowledge of ballistics.

Example 2: You're playing a character that will wear ebony armor. You specifically put ourself on a path to learn the physical properties of ebony, which is probably a "Lore" (while the mystical properties would be a Subject). What this does is allow you to repair ebony more efficiently with the proper tools. Perhaps it even gives you a slight encumbrance bonus while wearing ebony armors. Because you know how to move in it, how to repair it best, etc.

Example 3: You're playing a hunter. Specifically, a werewolf hunter. There is an accumulated lore to werewolves, but it's not something you can start with. So you take a few of the prerequisite Lores. Maybe an Animal Lore, as well as Common Daedric Lore (pre-requisite for learning more about Hircine in specific, gives you the locations of the main shrine to each Daedric Prince, etc.), as well as Hircine's Lore (this gives you the locations of Hircine's shrines, as well as new dialogue options when speaking to Hircine's followers). Then, in-game, you can eventually meet a master who will teach you all about werewolves and the hunting of them. Possibly with a few other prerequisites as well (something that touches on a supernatural beast Lore, for example, and possibly the physical and mystical properties of silver).

Example 4: you're an alchemist. You'll most likely want to learn herb lores, etc. These will help you harvest plants for more stuff, or improve the regen time for plants, etc. As you move on, you'll want to study all manner of Subjects on the mystical properties of materials, plants, etc. You may even wish to learn some hunting-related lore in case you rely heavily on creature-derived materials for your potions. This would also allow alchemists to "jump ahead" of skill-based properties, but only for selected items (ie, herb lore will give you ideas about what herbs povide cure disease/poison/whatever, and mystical herb properties as a subject would give you ALL the properties for herbal ingredients)

This would be a skill tree system, but one with multiple roots.
While it should be POSSIBLE to acquire all knowledge, it should require SUBSTANTIAL effort to do so. A normal playthrough should see a player able to gather no more than 25% of all knowledge. There should be multiple knowledge areas that apply to each skill, and some that are more abstract than concrete. Each knowledge area may or may not affect multiple skills. To acquire new knowledge, you need do nothing other than play and follow "directions" as given. Normal acquiring of fame and fortune and status will open doors. Briefly. That should provide for about 20% of all possible knowledge, if you do EVERYTHING. Another few Lores and such can be easily acquired through performing various feats that are reasonable, such as "discovering all locations". The rest require an obscene fee, or some incredibly difficult feats. Things like that. Where it might take you 10 hours of dedicated effort to be able to learn ONE new knowledge area.

I offer this without recommendation. It's simply an idea I had for how characters can diversify for an extended period of time without placing restrictions on the player.
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Fri Oct 16, 2009 8:50 am

That's much more acceptable. For all these basic initial greetings, we shouldn't have to be locked into eye-to-eye conversations. Especially when my pockets are full of stolen loot, it's the last thing I'm trying to do. Of course, Oblivion's psychic guards didn't help matters much either. Welcome to the forums, Martut!

Thanks. I've been here a while, I just haven't posted much until recently.

I really didn't like the psychic guards though, they can see from 200 miles away, around walls, they could hear a citizen shout from the other side of Cyrodiil, and they had a telepathic connection to one another. Of course, they were also really easy to outrun, but they were also impossible to kill in groups if you weren't a ranged attacker. But I think the last one is the only thing that guards should have over a character.
User avatar
matt oneil
 
Posts: 3383
Joined: Tue Oct 09, 2007 12:54 am

Post » Fri Oct 16, 2009 12:51 am

I like it all except the ending part where the NPCs loan money, or they can get poor.

I'd understand a few fluctuations, but changing cells/schedules based on amount of money would be a hassle.

And wouldn't the beggars become normal citizens if you paid them enough?


It says that if they or hunters make enough money, they'll turn into farmers.


There is a problem here, we cannot have npc's pickin up everything lying around. Imagin a npc i the fighters guild hall, and steal all the weapons, books and food laying around, and all the guild members will attack him.

There have to be another way.


those NPC's would just have an average responsability, and the items would be 'owned' by the Fighter's Guild Faction.
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Fri Oct 16, 2009 5:29 am

Thanks. I've been here a while, I just haven't posted much until recently.

I really didn't like the psychic guards though, they can see from 200 miles away, around walls, they could hear a citizen shout from the other side of Cyrodiil, and they had a telepathic connection to one another. Of course, they were also really easy to outrun, but they were also impossible to kill in groups if you weren't a ranged attacker. But I think the last one is the only thing that guards should have over a character.


You think guards was har to kill??

Those guys were weak!! In the end I could kill all the townguards as a spellsword, and dont forget how many times you see legions soldiers getting killed by the wilderness creatures.
User avatar
CHangohh BOyy
 
Posts: 3462
Joined: Mon Aug 20, 2007 12:12 pm

Post » Thu Oct 15, 2009 11:17 pm

You think guards was har to kill??

Those guys were weak!! In the end I could kill all the townguards as a spellsword, and dont forget how many times you see legions soldiers getting killed by the wilderness creatures.

Depends on your difficulty setting. I play on Medium-Hard, not Easy. :nod:

And I'm usually an Archer/Mage. I've just never found the whole "Smash, Slash, and Bash" tactic appealing. Hasn't stopped me from using swords, I just prefer an "Arrow from the Darkness".
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Fri Oct 16, 2009 12:27 am

Depends on your difficulty setting. I play on Medium-Hard, not Easy. :nod:

And I'm usually an Archer/Mage. I've just never found the whole "Smash, Slash, and Bash" tactic appealing. Hasn't stopped me from using swords, I just prefer an "Arrow from the Darkness".


I playd that kinda character once, and it was kinda fun, I just think it was sad that all quest and guilds was suited only for Warriors, Mages and Stealth characters. There wasnt any "Monster Slayer" guild or any gulds suited for Nightblade.

This make me think of Risen. The quest in the first town evolved the town only, and not so much was goin on outside besides some weird ruins. I liked it, the player could really feel how bad the people was treated by the guards, and you actually feel sad about the people being low on gold, and hearing all the trouble in the city make you want to help.

Not even 1 time did I feel sad about the baggers in oblivion!
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Fri Oct 16, 2009 2:15 am

I know this has been suggested a lot, but I've got to suggest it myself. We really need Intervention spells back. You know, the Skyrim equivalent of Divine/Almsivi Intervention. It's a great feeling knowing that if I'm exploring a really big dungeon, I don't have to go back the way I just came and already explored just to get out. And of course, if those are brought back, so should Mark/Recall. One of the many benefits of teleportation spells is that if you ever get stuck somewhere due to a glitch (getting stuck behind the player's bed in Fallout 3, for example), or get lost, you don't have to use the console to get yourself unstuck, which is great if you're playing a console version.
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Fri Oct 16, 2009 6:14 am

No, I'm with you there. Hence my R.I.P. statement. I don't think they'll ever concentrate on text very much ever again, not after voice acting became so appealing to the whole experience. I didn't mind it, really. The main thing that really got on my nerves was the forced greetings from these voice actors. I'm running from guards, as fast as I can, and I have to speak the guard while I'm 8 feet in mid-air. Or in the middle of some battle, the crap's getting thick & heavy, I'm about to die and launch a billion point lightning bolt, and Mr. Doofy wants to stop and have a word with me. It's this sort of thing that makes me wish it didn't exist. I hope it can be fixed.


That's mostly a problem with the dialogue stopping time. I mean, what the ...? Who thought it was a good idea to see the townsfolk, wildlife or the battle behind the talker frozen in place while you get the newest rumours regarding mudcrabs?
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Fri Oct 16, 2009 5:37 am

How about the ability to delete multiple saves at once instead of one by one. I had around 800 save games for oblivion which took up most of the memory on my xbox, I didn't want to delete them from the console because I wanted to save some specific saves, and the console works the same way, I want to be able to go into my save files from within the game and select multiple save files to delete.

Stephen.
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Fri Oct 16, 2009 1:59 am

How about the ability to delete multiple saves at once instead of one by one. I had around 800 save games for oblivion which took up most of the memory on my xbox, I didn't want to delete them from the console because I wanted to save some specific saves, and the console works the same way, I want to be able to go into my save files from within the game and select multiple save files to delete.

Stephen.


Also be able to delete spells.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Fri Oct 16, 2009 5:12 am

Also be able to delete spells.

that would be nice those old spells tend to stack up.i think a good idea for the new elder scrolls game would be to have it so theres different sects and guilds that you can choose from as compared to the same old ones(fighters guild, mages guild ect) and you can join either side of the guild which fits your morales such as helping the mages guild stop the necromancers or you can choose to help the necromancers take over the mages guild.

like in oblivion you can choose to be in the fighters guild or work for the blackwood company and you would get more pay if you worked for the blackwood comapny but all the fighters guild members would shun you and hate you. i think this would probably help people feel like they have more control over there characters and what happens in the game.

another cool example that would be badass would be if you could be a werewolf or vampire in the next game and if the werewolves and vampires are enemies and both have a guild and they have different quest lines. just imagine your a werewolf and your guild leader tells you that he wants you to kill a cave full of vampires or something and you and a couple people turn into a werewolf(bloodmoon ftw) and go out for the hunt(the quest i just gave sounded pretty lame but in the right hands they could create a [censored]in epic quest lol)
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Fri Oct 16, 2009 12:12 am

I playd that kinda character once, and it was kinda fun, I just think it was sad that all quest and guilds was suited only for Warriors, Mages and Stealth characters. There wasnt any "Monster Slayer" guild or any gulds suited for Nightblade.

This make me think of Risen. The quest in the first town evolved the town only, and not so much was goin on outside besides some weird ruins. I liked it, the player could really feel how bad the people was treated by the guards, and you actually feel sad about the people being low on gold, and hearing all the trouble in the city make you want to help.

Not even 1 time did I feel sad about the baggers in oblivion!

I want a mod where I can help the beggars. :[

But what I thought would be amazing would be a "Monster Slaying" guild. I thought about it, and it'd be so easy.

I wanted a "Healer's Guild" really badly, so you could actually feel like a support character if you wanted to be one.
User avatar
Portions
 
Posts: 3499
Joined: Thu Jun 14, 2007 1:47 am

Post » Thu Oct 15, 2009 8:51 pm

that would be nice those old spells tend to stack up.i think a good idea for the new elder scrolls game would be to have it so theres different sects and guilds that you can choose from as compared to the same old ones(fighters guild, mages guild ect) and you can join either side of the guild which fits your morales such as helping the mages guild stop the necromancers or you can choose to help the necromancers take over the mages guild.

like in oblivion you can choose to be in the fighters guild or work for the blackwood company and you would get more pay if you worked for the blackwood comapny but all the fighters guild members would shun you and hate you. i think this would probably help people feel like they have more control over there characters and what happens in the game.

another cool example that would be badass would be if you could be a werewolf or vampire in the next game and if the werewolves and vampires are enemies and both have a guild and they have different quest lines. just imagine your a werewolf and your guild leader tells you that he wants you to kill a cave full of vampires or something and you and a couple people turn into a werewolf(bloodmoon ftw) and go out for the hunt(the quest i just gave sounded pretty lame but in the right hands they could create a [censored]in epic quest lol)


What about a guild of were-platypus? and they fight against were-seaguls? I'm serious though, why not add creatures to the were list that aren't always wolves and vampires? There were were-pigs and such in Arena and Daggerfall weren't there?

Stephen.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Thu Oct 15, 2009 8:44 pm

If TES V is i Skyrim i'm hoping they do something creative with the canyons of the reach and maybe addsome architecture that looks something like this.

http://images1.fanpop.com/images/image_uploads/Canyon-City-dinotopia-817994_700_338.jpg
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Fri Oct 16, 2009 9:43 am

If TES V is i Skyrim i'm hoping they do something creative with the canyons of the reach and maybe addsome architecture that looks something like this.

http://images1.fanpop.com/images/image_uploads/Canyon-City-dinotopia-817994_700_338.jpg

I like the architecture but that's not really all that lore friendly. Pretty much, skyrim architecture is more like how bruma was. Half above ground and half below ground.

Edit: Now that I think about it, that artwork could sorta show off how ruins could be done if they were put in the game.
User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Fri Oct 16, 2009 4:04 am

Make it look like this http://fc00.deviantart.net/fs46/i/2009/214/e/a/Rivers_Hold_by_Tombofsoldier.jpg http://fc08.deviantart.net/fs18/i/2007/191/c/2/Spinning_in_the_sunset_by_Tombofsoldier.jpg
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Fri Oct 16, 2009 6:19 am

If TES V is i Skyrim i'm hoping they do something creative with the canyons of the reach and maybe addsome architecture that looks something like this.

http://images1.fanpop.com/images/image_uploads/Canyon-City-dinotopia-817994_700_338.jpg


This sort of place would fit well into Elswyr.

Stephen.
User avatar
Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Fri Oct 16, 2009 1:22 am

This could look like a Skyrim city: http://www.kyleanderson.com/images/medieval_city_by_Kyle_Anderson.jpg
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Thu Oct 15, 2009 11:08 pm

This could look like a Skyrim city: http://www.kyleanderson.com/images/medieval_city_by_Kyle_Anderson.jpg


Yes, it could look like that if it's based in Skyrim. But I must ask, what's the fascination with Skyrim anyway? Why go to a place we've seen before in Solsthiem? Why not go somewhere different? Where's our desire for imaginative lands gone? Same old same old same old is what I say and I've had enough of same old, we saw same old when we went to Cyrodiil, a medieval culture based on old English architecture and forests. Morrowind showed us what is possible in the way of imagination, there were buildings grown from mushroom trees, houses built out of giant crab shells, caves that were three dimensional and you could only explore them properly by flying. Please gamesas, give us something different and imaginative.

Stephen.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Fri Oct 16, 2009 1:09 am

Yes, it could look like that if it's based in Skyrim. But I must ask, what's the fascination with Skyrim anyway? Why go to a place we've seen before in Solsthiem?

Solstheim was a tiny island. Skyrim is about as big as Russia, I think. There would be huge mountains, highlands, fjells, plains, marshes, tundra, seashore, glaziers, valleys, ravines, rivers, lakes, bonds, thick spruce forests and whatnot. Most places would be covered in snow more than half of the year, mountain tops all year. But there's summer in northern lands, too, you know. The scale must be brought back to Daggerfall level, so instead of saving the world and becoming a master in everything in less than a week, it takes a year or two.
http://personal.georgiasouthern.edu/~pgiddis1/alaska.jpg
http://personal.inet.fi/koti/jlemmetyinen/kuusimetsa.jpg
http://www.vastavalo.fi/albums/userpics/10446/20081025-041.jpg
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Fri Oct 16, 2009 12:41 am

I wanted a "Healer's Guild" really badly, so you could actually feel like a support character if you wanted to be one.

Like the Imperial Cult?
User avatar
Lizs
 
Posts: 3497
Joined: Mon Jul 17, 2006 11:45 pm

PreviousNext

Return to The Elder Scrolls Series Discussion