TES V Ideas and Suggestions #150

Post » Fri Oct 16, 2009 4:26 am

Welcome to TES V Ideas and Suggestions # 150

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
http://www.gamesas.com/bgsforums/index.php?showtopic=1068055
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Roddy
 
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Post » Fri Oct 16, 2009 1:09 am

Repost from the last thread:

Work on improving the way the player advances in guilds. Doing one or two quests should not immediately advance you to the next rank in a guild. It should take at least 3 or 4 quests to get from Associate to Apprentice, and at least a dozen quests to get from Guardian to Champion or Champion to Master. It's not a good sign when I can go from Associate to Master in Oblivion in only a few hours.
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Hairul Hafis
 
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Post » Fri Oct 16, 2009 2:08 am

Repost from the last thread:

Work on improving the way the player advances in guilds. Doing one or two quests should not immediately advance you to the next rank in a guild. It should take at least 3 or 4 quests to get from Associate to Apprentice, and at least a dozen quests to get from Champion to Master. It's not a good sign when I can go from Associate to Master in Oblivion in only a few hours.


Alos, I dont not want a guilds to send me to another city at the far end of the land like oblivion did. You complete 1 fighters guild quest in Cheydinhall, and are suddenly sent all the way to anvil. When I walk into a city, I want the quests to involve around tht own citys problems. Much like morrowind. A mages guild in a city in Morrowind envolved around that one guild only. I liked it, it make me fell that I actually lived and worked in that city, and was getting to know it.
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Pawel Platek
 
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Post » Fri Oct 16, 2009 12:37 am

well thats pretty much what the Mages Guild recomendation quests were like.
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Rachel Tyson
 
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Post » Thu Oct 15, 2009 10:08 pm

Repost from the last thread:

Work on improving the way the player advances in guilds. Doing one or two quests should not immediately advance you to the next rank in a guild. It should take at least 3 or 4 quests to get from Associate to Apprentice, and at least a dozen quests to get from Guardian to Champion or Champion to Master. It's not a good sign when I can go from Associate to Master in Oblivion in only a few hours.


Agreed.
I think skill requirements in advancing the ranks - in addition to the several quests idea - would work. In order to rank up to X, you have to have skills Y and/or Z at **. No more being an archmage without the proper knowhow of being one. Similiarly with other guilds/factions.
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trisha punch
 
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Post » Fri Oct 16, 2009 4:38 am

Personally I found I liked the recomendation quests due to the freedom it gave me, as i didnt have to do everything in order like further on in the plot line, i found most guild stories were too linear in obliv.

I reckon for the elder scrolls 5 they should make the most part of one of the guilds just odd jobs, e.g. fighters guild: every guild hall leader has a set amount of tasks and every guild hall has to be completed before the final tier of missions is available just like the mages guild in oblivion
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Chloe :)
 
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Post » Fri Oct 16, 2009 4:57 am

Work on improving the way the player advances in guilds.

My "idea":
You can be promoted only once a month.
You can be demoted if you're lazy and fail enough quests. (quests that you can fail, please.)
You can be kicked out if you're considered abusing the benefits the guild offers, or being bad for their reputation.
There's always something to do (infinite amount of random quests): dangerous beasts continue to harass people from year to year, one guy can't kill them to extinction. There's always wounded or diseased people for priests to heal. Always someone seeking for a bard to entertain them for a night.
You're expected to show talent: you can't advance without being skilled in what you do.
There's clashes and rivalry between guilds, and you can lose reputation in one when you're serving the other.

So in this case, improving means going back a few steps, and make it right like TES2 did.
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Monika Krzyzak
 
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Post » Fri Oct 16, 2009 9:02 am

I think story quests, meaning most of the main quest and any quests related to the story of guild questlines, should be hand-made. Then of course you can have some smaller, random missions. "Go clear out cave x" or "research some new Destruction spells (make a new spell and use it to kill y number of enemies or do something else depending on the magic school)." Or maybe for assassin guilds have random targets appear and need to kill them. Of course, the story ones would be better, more difficult, and have a story.

I also like the idea of being able to be kicked out of guilds if you tarnish their reputation. For example, if you get thrown in jail, the legion may boot you (and, of course, dishonorable discharge would effect people's opinions of you). Get caught practicing Necromancy and the Chapel of Arkay would not only boot you but sic the dogs on you. Compromise the theive's guild and they would kick you out and try and have you meet with "accidents."
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NEGRO
 
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Post » Fri Oct 16, 2009 1:45 am

More social life, i mean so you can make friends and go out and do "fun" stuff with them etc.
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Hot
 
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Post » Fri Oct 16, 2009 9:40 am



I agree with all of those. Also here is a snipet I posted in my monster post from thread #100 that nobody wanted to read because it was too long.

7. Factions

To begin with we need more than 4 and they need to interact with each other. Some of them should be on friendly terms with each other while some should be hostile towards each other. Most would have some kind of requirements before you could join and you'd need to meet certain requirements each time you ask for advancement (Morrowind style). Progress through the faction would be composed out of 4 general stages. Stage 1 would be Daggerfall style grunt work composed out of randomly generated quests. Stage 2 are the command ranks which would have a plot, but you could still do grunt work if you wished. Stage 3 starts when you become faction leader and is also plot driven. At this point you get to decide the future of your faction. Stage 4 starts when the plot is over. You'd again start getting never ending randomly generated quests, but they'd be tailored to suit the faction leader rather than some grunt.

Alternatively, it might not be possible to become the leader of every faction you join. The faction progression could still follow a similar pattern though (infinite random quests -> storyline -> infinite random quests).

Membership in a faction should give the player some obligations in addition to benefits. The most obvious obligation would be having to do quests. A simple implementation of this would be that each quest you do for a faction gives you faction reputation and every day/week you lose some faction reputation. You would need this faction reputation in order to get promoted and if it ever became too low you could get demoted or even expelled from the faction.

Allow players to join conflicting factions, but design quests where players have to choose their true allegiance. For example, the Dark Brotherhood might give you a quest to assassinate your commanding officer in the Imperial Legion. You could kill him and get kicked out of the Legion or warn him and get kicked out of the DB. Or if your character has a sufficiently high Intelligence you could convince the officer to stage his death at your hands so you could stay undercover in the DB until an opportunity to bust their operation presents itself.


The following is also my general wishes for TES V from that same post:

1. An interesting world that's more than just the sum of it's parts

The cool thing about Morrowind is that it's more than just the sum of it's parts, something Oblivion cannot boast about even though some of it's parts are much better than Morrowind's. In Morrowind everything was interconnected or at the very least the game was very good at faking being interconnected. However, in Oblivion it seems as if every major questline exists in it's own world, which leads to the world feeling artificial and fake. I find it ironic that Morrowind with it's huge mushroom trees and insect-dogs still managed to feel more real than Oblivion.

On that note we need politics, conflicts between joinable factions, well developed culture, rich lore that serves as a background for the MQ, and other stuff like that.

2. Bring back the RP into RPG

When designing quests please take into account that not everbody wants to play a heroic knight in shining armor. Pretty please? And if we want to be evil please don't limit us to being http://tvtropes.org/pmwiki/pmwiki.php/Main/StupidEvil psychos that kill innocents for fun. I'm sure you guys can think of much more creative ways in which players can be bad. I would absolutely love being able to play through the main quest as a http://tvtropes.org/pmwiki/pmwiki.php/Main/MagnificentBastard.

3. Do not punish players for "playing naturally"

In Oblivion a player who picked major skills she/he wanted to actually use was at a disadvantage when compared to a player who used inverse leveling (or whatever it's called). Leveled quest rewards were also a bad idea. Players were actually rewarded for checking walkthroughs or the UESP for leveled rewards and putting those quests off until their level was high enough. I have my opinion both on scaling and the leveling system and I'm going to go into detail about them later, but I will be satisfied with anything that will not punish me for doign things that make sense in the game world.

4. Make an adaptable game engine

One word: http://www.oldblivion.com/?page=about. Turns out if you give up on the shiny you can play Oblivion on graphics cards that are a generation older than what is normally possible. I understand why a developer might want to make a game that utilizes all the newest hardware available, but utilizing all the new stuff and being unable to run on old stuf are two entirely different things. So make a game engine that will be able to take advantage of all the newest shinies, but include settings that allow people to play the game on older machines. This would have the obvious benefit of expanding the number of potential buyers so everybody wins. Well, except the other companies who's games the people who couldn't run TES V would buy instead. :P
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Nancy RIP
 
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Post » Fri Oct 16, 2009 1:01 am

Be able to re-enchant an item. By that I mean, enchanting an item with a new enchantment that overrides the old one.
This may or may not cause balance issues, I dunno. But you could make some requisites. Like the item has to have 0 charges left or it requires certain items (varla stone, welkynd, I dunno) or a high enough skill. Sometime It's frustrating holding onto a weapon to find the right sigil stone while the sigil stones you do find collect dust in the inventory. Or if I find that I want to enchant my glass swords with 30 pts of fire damage instead of 20, I'd have to go hunt down a new glass sword.

Otherwise I like Obilvions enchanting, but it is really simple compared to Morrowind.
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Mark Churchman
 
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Post » Fri Oct 16, 2009 2:21 am

To VATSpwnedme from the last thread:

Yeah, I merged my memories. I got healed by the guy in Underworld.

Either way, there weren't many repercussions.

More social life, i mean so you can make friends and go out and do "fun" stuff with them etc.

Yay, I'm not the only one who wants it. :]

If the next game doesn't include parties, festivals, and holidays, I will be sure to get on that.
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James Hate
 
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Post » Thu Oct 15, 2009 10:35 pm

Holidays would be fun. I had a mod on Oblivion that informed you on the Tamrielic holidays, but that would be it. Some sort of celebrations would be great.
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Horror- Puppe
 
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Post » Thu Oct 15, 2009 11:36 pm

Going back to factions, I'd like to see a build up on what leadership entails. Being able to recruit companions from your faction is a good start, but I want to be able to order them around. Not to point of unbalance (finish this quest for me) but simple things like handing out contracts to dark brotherhood members or sending apprentice mages out to get ingredients. There's not a whole lot you can do for that - the players will want to do most of it themselves, anyway - but I found a mod for Morrowind that allowed you to do this as well as teach lower ranking members, promote them, things like that. Maybe a miniquest to establish a new guild hall?
Making quests compulsory seems like a bad idea to me, though. It's unrealistic, but being able to take your sweet time and explore between quests (or even during) is one of my favorite parts of the game. If I had to do X quest before Y time is up, it's now a chore instead of a game.

EDIT: Something I'd like is the return of factions like the Dunmer Great houses. They had history, conflict, tangible rewards you added to (the stronghold quest is still one of my favorites), and broke out of the standard model for guilds. My first thought upon completing an Oblivion branching quest (something Morrowind sorely lacked) was how awesome the Great House quests could be with that structuring.
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Laura Wilson
 
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Post » Fri Oct 16, 2009 6:58 am

I would like it if the main quest didnt end immediately after the climix, almost every game does this. Your at the height of your power, the big bad has been destroyed when bam, main quest over and you never hear anything about it ever again. You should be able to stick around and help things settle down, if you've heard anything of what Peter Molyneux has said about this you'll know what I'm talking about.
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lucy chadwick
 
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Post » Thu Oct 15, 2009 9:14 pm

I would like it if the main quest didnt end immediately after the climix, almost every game does this. Your at the height of your power, the big bad has been destroyed when bam, main quest over and you never hear anything about it ever again. You should be able to stick around and help things settle down, if you've heard anything of what Peter Molyneux has said about this you'll know what I'm talking about.

I agree completely, I would have liked it better if I had to purge IC of the daedra, and have been able to be invited to High Chancellor Ocato's meetings to discuss the fate of Cyrodiil (You did save it like... three times in a row, not to mention the guild quests and side-quests).
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El Goose
 
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Post » Fri Oct 16, 2009 5:19 am

I would like it if the main quest didnt end immediately after the climix, almost every game does this. Your at the height of your power, the big bad has been destroyed when bam, main quest over and you never hear anything about it ever again. You should be able to stick around and help things settle down, if you've heard anything of what Peter Molyneux has said about this you'll know what I'm talking about.

Good point really, in most games it's just like somebody flicked a switch with "stuff is over" and that's it. There should really be possibilities to do things after the main quest is done. After all there's a lot to rebuild or to restructure, maybe a new government to be found or still places that need help (Kvatch rebuilt anyone?).
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Ana
 
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Post » Fri Oct 16, 2009 7:46 am

Pleasse Bethesda, do NOT copy/paste more than a few things only. I hate playing oblivion and seeing all chapels, ruins, caves, items and anything else is just "cloned". Please Bethesda, it makes the game fell simple and make you feel lazy, like all you wanted to do is too finish creating the game with a hurry.
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Robyn Lena
 
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Post » Fri Oct 16, 2009 6:08 am

I think that the provinces should split up into different kingdoms with their own laws and customs.
Say you killed some citizens in Skyrim, and then fled south to Elswer to escape the law. Then the Nords send bounty hunters to kill you since their jurisdiction doesn't go that far.
There could also be different currency for each nation and you need to see a moneychanger to barter.
The main quest could be like where you take the kingdom of your race and conquer Tamriel with it. Nations could declare war on each other acording to your actions.
Later you might even become the new Tiber Septim, and rule all off Tamriel. You would have to deal with things like taxes, rebellions etc.
You could also use taxes to build grand monuments of yourself, massive armies, better infrastructure, or keeping the peace. You can also be assassinated by angry citizens, meaning spending more money on national security.


Another wonderful feature would be the ability to command armys as a general or fight like a soldier. It would be awesome if it was like a first person strategy, but still flow well, without countless annoying textboxes like in some mods.
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kirsty williams
 
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Post » Fri Oct 16, 2009 10:21 am

I think that the provinces should split up into different kingdoms with their own laws and customs.
Say you killed some citizens in Skyrim, and then fled south to Elswer to escape the law. Then the Nords send bounty hunters to kill you since their jurisdiction doesn't go that far.
There could also be different currency for each nation and you need to see a moneychanger to barter.
The main quest could be like where you take the kingdom of your race and conquer Tamriel with it. Nations could declare war on each other acording to your actions.
Later you might even become the new Tiber Septim, and rule all off Tamriel. You would have to deal with things like taxes, rebellions etc.
You could also use taxes to build grand monuments of yourself, massive armies, better infrastructure, or keeping the peace. You can also be assassinated by angry citizens, meaning spending more money on national security.


Another wonderful feature would be the ability to command armys as a general or fight like a soldier. It would be awesome if it was like a first person strategy, but still flow well, without countless annoying textboxes like in some mods.


I like this, include all provinces in a HUGE land and choose which province you come from by your race, lead armies to consume the rest of the land. A little difficult to comprehend right now but awesome in scope.

Stephen.
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mishionary
 
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Post » Fri Oct 16, 2009 5:16 am

I loved the number of groups you could join in morrowind i rlly hope they have both assassins guilds and some of the houses those questlines were some of the best in my opinion
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Monika
 
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Post » Fri Oct 16, 2009 12:49 am

I like this, include all provinces in a HUGE land and choose which province you come from by your race, lead armies to consume the rest of the land. A little difficult to comprehend right now but awesome in scope.

Stephen.


Zomfg best idea ive heard in a while that would be EPIC
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Cody Banks
 
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Post » Thu Oct 15, 2009 10:33 pm

I hope they don't go for that Games for Windows Live stuff like FO3.

And I hope the landscape will be massive, even if that means a lot of empty land or endless forest. Just something to make it seem like you're in a country instead of a little game world.
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Kate Murrell
 
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Post » Fri Oct 16, 2009 8:21 am

I think that the provinces should split up into different kingdoms with their own laws and customs.
Say you killed some citizens in Skyrim, and then fled south to Elswer to escape the law. Then the Nords send bounty hunters to kill you since their jurisdiction doesn't go that far.
There could also be different currency for each nation and you need to see a moneychanger to barter.
The main quest could be like where you take the kingdom of your race and conquer Tamriel with it. Nations could declare war on each other acording to your actions.
Later you might even become the new Tiber Septim, and rule all off Tamriel. You would have to deal with things like taxes, rebellions etc.
You could also use taxes to build grand monuments of yourself, massive armies, better infrastructure, or keeping the peace. You can also be assassinated by angry citizens, meaning spending more money on national security.


Another wonderful feature would be the ability to command armys as a general or fight like a soldier. It would be awesome if it was like a first person strategy, but still flow well, without countless annoying textboxes like in some mods.

Yes it would be nice to have several different provinces but to do so would definately take away from other parts of the game like lore richness, story depth, even animation, its been said before to keep it to one province so that the game can be made great not just jack of all trades master of none. I think you are onto something but maybe on a smaller scale if you were to commit crime and ran to the border to say, valenwood, it would automatically send you to a small camp assigned to that province with a small area where you can barter and rest and eat until you are ready to face up to your crimes or you have waited long enough for them to forget about you altogether. The different province "camps" you are sent to should also be styled to how lore states, e.g. you go to valenwood and it is set in thick forest with bosmer merchants and huts of bosmer architecture this could add alot to the variety of the game even for such a small addition (whole provinces are too much to create but that would be an easy compromise)

Also, sorry, but commanding armies and building monuments and better infrastructure? do you want this to be TES V or age of empires 4?
The current TES formula has proven to make fantastic games, Bethesda, work on improving it not changing it. PLEASE! :P
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Sheila Reyes
 
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Post » Thu Oct 15, 2009 10:28 pm

Why dont people understand that we cannot have more than 1 province without dumbing down the game? Imagine several provinces in 1 game, you cant even fight npc's in the wilderness without the game constantly crashing.

Even oblivion was lagg when fighting a group of bandits in the wilderness. Come on, epic final Bruma fight between Tamriel and Olivion= 15 human soldiers :shakehead:
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Albert Wesker
 
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