TES V Ideas and Suggestions #152,

Post » Mon Dec 14, 2009 4:39 am

Thats hardly the best idea on these threads.
First put the RP back in the CRPGing, then deal with the console/interface/mod issues.

Not gonna help if you got all the crud imaginable downloadable if the game svcks in the 1st place.
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cheryl wright
 
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Post » Mon Dec 14, 2009 8:19 am

I think that the best idea for the next elder scrolls would be to be able to go to a website and download mods to your xbox 360, just like with halo 3 how you can download maps other people have made on to your xbox 360. If not download them for free then at least put up the mods with the best ratings on the xbox live marketplace for microsoft points.


That's not really possible. With Halo 3, the content is made on the Xbox 360 so it can be shared with other Xbox users. You can't just put PC mods into a 360. Well, you can, but not if it uses anything not already in the game. Then of course there's Microsoft and Sony, or don't want mods on consoles. It's a hassle that Bethesda isn't going to bother dealing with.
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Elizabeth Falvey
 
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Post » Sun Dec 13, 2009 5:18 pm

Another thing I would like to see introduced into the next game is Race-specific classes. On Earth the Samurai were only found in Japan, Druids were only found among the Celts. To me, there should be classes that only belong to one region or race. If it takes place in Skyrim, there should be a "Viking" or something that is only accessible to people who are playing as Nords. I would also like to see the Shadowscales introduced as a choice. Or a Redoran Holy Warrior or something similar. One for every race in the game that fits that race's individual strengths and cultural background.
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Invasion's
 
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Post » Mon Dec 14, 2009 2:52 am

Not so sure about this at the moment, but, I think that perhaps they could try putting more npcs in the cities. I realize this will tone down the familiarity ES plays had in the previous games, when it comes to npcs. After playing games like the first Assassins creed, I love the big cities and the large crowds of people.
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Jon O
 
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Post » Mon Dec 14, 2009 5:14 am

Not so sure about this at the moment, but, I think that perhaps they could try putting more npcs in the cities. I realize this will tone down the familiarity ES plays had in the previous games, when it comes to npcs. After playing games like the first Assassins creed, I love the big cities and the large crowds of people.


Assassin's Creed can have so many people at once because they're all just 100 clones of "Townsperson" and "Guards", instead of NPCs with names, schedules, and personalities.
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Prue
 
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Post » Sun Dec 13, 2009 5:39 pm

Thats hardly the best idea on these threads.
First put the RP back in the CRPGing, then deal with the console/interface/mod issues.

Not gonna help if you got all the crud imaginable downloadable if the game svcks in the 1st place.

Jesus. Don't make minor suggestions in this thread folks, unless you're going to teach Bethesda how to make the damn game first.

I think Alaisiagae made a good point. The games so far have felt like vacuums, including FO3.
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Calum Campbell
 
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Post » Mon Dec 14, 2009 2:59 am

Yes, guns bad. Very very bad. Spoil game. Go play Halo if you like guns.
Boats sound intriguing though, especially if acquiring your own boat takes a little while, but allows passage to otherwise unreachable islands, areas etc. Approve.

Big improvement area is to make combat and magic more dynamic and exciting. Melee combat should start to feel more like 3d fighting a la Tekken or Soul Blade - ish, with proper technique, tactics, and special moves; where skill, as much as on-paper stats, counts in disabling one or multiple enemies. To do that, combat needs to be a bit more complex, where there are more varied reactions to different real-time situations and techniques. Combos, stuns, knockdowns, wide area attacks, etc. Don't like standing there hacking away at an enemy's head whilst he stands there and does the same to you. That's not reactive enough, the first person to be struck should recoil accordingly. Plus much more methods for effectively dealing with multiple opponents.

Same with magic. Hit someone with a fireball or lightning and - poof - little spark, but they keep running towards you like nothing happened, even at high level. See? Too unreactive, too pedestrian. Needs to be more exciting. Fire spells should explode sending people flying, ice should freeze them solid, lightning should stun, etc etc. This adds much more scope and possibilities for fighting.

Maybe I dream here, but option to blend multiple elements into new, more powerful hybrid element? Blend fire and poison to make new exploding gas bomb thing. That's just me indulging myself.

Everything else about Oblivion awesome though. Still my fave game ever.

AND GET JEREMY SOULE TO DO SOUNDTRACK. He's an awesome composer - and please release your soundtracks on CD. Most annoying having to do digital mp3 download, I want a proper box copy.
I think most of us came to the conclusion guns are not needed in TES thanks to magick.

Lets discuss something else like: Boats!
Yes we need boats, and the ability to own your own one.

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Tamika Jett
 
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Post » Mon Dec 14, 2009 9:50 am

I want someone else to do the soundtrack.

This raises the question of whether there should be a soundtrack that is not location/situation dependent (Morrowind, Oblivion), or if there should be sound tracks for different regions, locations, time of day, and situations (Daggerfall).

The former worked well with MW; the soundtrack is quite memorable. Can't call to mind OB's tracks at all, and the menu track sounded like something from Pirates of the Caribbean. :shrug:

I wouldn't mind something a bit more complex (as in, location/situation dependent).
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Paula Ramos
 
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Post » Sun Dec 13, 2009 11:03 pm

I want someone else to do the soundtrack.

This raises the question of whether there should be a soundtrack that is not location/situation dependent (Morrowind, Oblivion), or if there should be sound tracks for different regions, locations, time of day, and situations (Daggerfall).

The former worked well with MW; the soundtrack is quite memorable. Can't call to mind OB's tracks at all, and the menu track sounded like something from Pirates of the Caribbean. :shrug:

I wouldn't mind something a bit more complex (as in, location/situation dependent).

I think we need music that's more subtle and less 'epic'. It ought to enhance the world, not take over it. Noticeable enough that you almost subconsciously realize its their, but you pay no conscious mind to it. Its background music, not a freaking Broadway musical.
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Mandy Muir
 
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Post » Sun Dec 13, 2009 9:14 pm

I think we need music that's more subtle and less 'epic'. It ought to enhance the world, not take over it. Noticeable enough that you almost subconsciously realize its their, but you pay no conscious mind to it. Its background music, not a freaking Broadway musical.


I get what you mean. Morrowind's music was calm and subtle. Oblivion's was "HAY GUYZ LOOK AT ME IM EPIC".
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Lance Vannortwick
 
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Post » Mon Dec 14, 2009 5:55 am

I get what you mean. Morrowind's music was calm and subtle. Oblivion's was "HAY GUYZ LOOK AT ME IM EPIC".

No, it wasn't. Oblivion's music is peaceful, except for the main song, which wasn't played during gameplay.
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Blackdrak
 
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Post » Mon Dec 14, 2009 1:41 am

I say it doesn't need static music tracks but adaptive ones, your situation changes dynamically so a static music can't fit in all situations.
Have one that can change mood, speed, atmosphere fittingly to what's going on around you, why should the music you hear while walking around the countryside during bright sunshine be the same as when you're in the woods in late evening on a overcast day? It can still be the same music TRACK but simply have added over-layering tracks that change the mood dynamically.

Banjo-Kazooie kinda did it like this, there was only one music but it was altered slightly for every level, it can very well be done with more than one soundtrack and, instead of levels, adapt to moods and situations. And it can take a cue from FarCry and have different "snippets" that play during specific situations.
That way you can gradually change from peaceful to creepy or to action without interruption.
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Adam
 
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Post » Mon Dec 14, 2009 2:45 am

The mods say that developers do come and look at this thread every so often, so what we say here will be seen by developers.


However, it is unlikely that the Mods will put more than one or two ideas into TES V (didn't pt in crossbows after that huge petition.
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Kelly James
 
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Post » Mon Dec 14, 2009 2:22 am

I get what you mean. Morrowind's music was calm and subtle. Oblivion's was "HAY GUYZ LOOK AT ME IM EPIC".


They should try out the Newgrounds aUDIO PORTAL. I've found some awesome peices that would actually fit
Like this for fight music

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Liv Staff
 
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Post » Mon Dec 14, 2009 2:04 am

That's not really possible. With Halo 3, the content is made on the Xbox 360 so it can be shared with other Xbox users. You can't just put PC mods into a 360. Well, you can, but not if it uses anything not already in the game. Then of course there's Microsoft and Sony, or don't want mods on consoles. It's a hassle that Bethesda isn't going to bother dealing with.


Maybe Beth could take the best pc mods, optimize them, and release them for consoles as dlc?
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no_excuse
 
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Post » Sun Dec 13, 2009 7:05 pm

Ok a few more comments - hopefully not off topic.

My hope is that the scope of TES remains focused more toward the PC. The fun of the games have been that they are really really awesome games that get much better with modding. Consoles are not serious gaming platforms and due to the limitations inherent actually make anything designed for a console less moddable. i.e. forget consoles. (not gonna happen due to the money factor, but hey - let's be real).

My hopes is that that gamesas learn from its mistakes with with fallout3 and not make the whole esm requirement that the middle patches had, then barely correct for that later.

My hope is that they make the game more moddable than before, with more tools that allow for this ... better CS ... better launcher (think at least OBMM status).

My hope is that they DO NOT make the next release one of them silly multi-player/online worlds. They would lose me with that. Again I'm sure they are looking at money and that some form of that will probably happen. It is my highest hope that they do not then abandon the idea of solitary played games for the PC. i.e. that can then be modded.

If they do abandon that then they will be cutting off one of their sources for inspiration - mod makers.
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Marie Maillos
 
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Post » Sun Dec 13, 2009 11:41 pm

I'd like to see a whole new approach to skill improvement. In real life, we learn far more when we fail at something than when we succeed. So it should be in an RPG. When a character tries and fails to cast a spell, make a potion, hit an enemy with a weapon, etc., he should make progress toward a skill improvement. If he succeeds, he should make no progress, or very little. (I recognize that you couldn't do this with all skills; things like running and jumping don't really have "failure.")

This would cause beginning characters to level up very quickly. Progress would slow as a character reaches levels where his routine attempts work nearly all the time. To continue improving he'd have to find more challenging things to try--just as in real life.

However, failure should only bring skill improvement if there was a reasonable chance of success. In real life, you don't learn to play the piano by picking up Rachmaninoff's Third Concerto and practicing it until you get it right; you start with "Chopsticks" and work your way up. In the game, trying to cast a spell with zero chance of success, or near zero, should advance your skill level no more than casting one with zero chance of failure. Trying one you almost know--like a 50-50 chance--is what really moves you up when you fail at it.

For Alchemy (or Spellmaking if that becomes a skill) I'd like characters to always have the chance to upgrade their skill by attempting more powerful creations. For any spell/potion that a character has a 100% chance (or near 100%) or creating, he should be allowed to try for a more powerful version of the same spell, with a lower chance of success.

I apologize if this duplicates anything that has already been posted. This thread is far too long for me to read through, to say nothing of previous threads on this topic.
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Skivs
 
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Post » Mon Dec 14, 2009 9:04 am

Daggerfallian advantages or disadvantages would be welcome. Health regen, phobias, light powered magery, darkness powered magery, weakness, etc. These really allow you to flesh out your character and open up role playing opportunities.
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Bethany Short
 
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Post » Mon Dec 14, 2009 8:06 am

ya know, after a lot of thinking and trying to play morrowind again..i've come up with one conclusion. I don't think i'll be buying the next game at release, let alone at all if they can't somehow manage to up the hand to hand and make it viable with everything else in the dang game. I have it on the console so that means i can't actually change anything (no cool martial arts mods or anything...) so that means i'm stuck with what they initially give out. I don't really care about kicking animations anymore, while it would be nice, i just want the game to be balanced when it comes to using unarmed. Is it really that hard to add different sets of cool looking brass knuckles or things of that nature...and as for those people who like the fact that unarmed is weak because it's realistic...well considering the actual game, that's one of the lamest arguments i've ever heard. besides, shouldn't the game be balanced, it's a single player game about freedom of choice....why the hell should we be punished because we decided to take one combat skill over the other.

p.s.

i'm not complaining about the reach or the speed of unarmed, just the damage.
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Kayla Oatney
 
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Post » Mon Dec 14, 2009 6:45 am

I hope the Taverns/Mead Halls are nice and atmospheric eg. Musicians, cheerful people dancing on tables, rowdy drunks at the bar and shadowy persons in the corners.
I also agree that H2H was very underpowered and required not a damage boost but a better blocking system, such as disarming an enemy and forcing them to fight on your terms.
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TIhIsmc L Griot
 
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Post » Mon Dec 14, 2009 6:31 am

I hope the Taverns/Mead Halls are nice and atmospheric eg. Musicians, cheerful people dancing on tables, rowdy drunks at the bar and shadowy persons in the corners.
I also agree that H2H was very underpowered and required not a damage boost but a better blocking system, such as disarming an enemy and forcing them to fight on your terms.


im pretty sure u can do that cause the h2h expert from the DB storyline did it 2 me
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Doniesha World
 
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Post » Mon Dec 14, 2009 12:38 am

Perhaps hitting something with your hands would damage your hands as well (make them do less damage until healed), and the amount of damage taken could be based off your hand to hand level and what you have on your hands (Rings, brass knuckles, or lead gloves of varying quality.) What you are wearing would also say whither or not you could attack those only harmed by silver. The skill perks would be, in order,
The ability to hold a shield and attack with one hand, The ability to ?If timing the your and their attack right? disarm an opponent, The ability to grapple people to the ground and pummel them, and the ability to ?when within a close range? punch the air and have that hit them.
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Penny Wills
 
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Post » Mon Dec 14, 2009 7:23 am

Perhaps hitting something with your hands would damage your hands as well (make them do less damage until healed), and the amount of damage taken could be based off your hand to hand level and what you have on your hands (Rings, brass knuckles, or lead gloves of varying quality.) What you are wearing would also say whither or not you could attack those only harmed by silver. The skill perks would be, in order,
The ability to hold a shield and attack with one hand, The ability to –If timing the your and their attack right– disarm an opponent, The ability to grapple people to the ground and pummel them, and the ability to –when within a close range– punch the air and have that hit them.


Click here to repair arms. Heh
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Jamie Moysey
 
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Post » Mon Dec 14, 2009 3:16 am

Add in localised armor and damage. Because, frankly speaking, banging your bare fists against a daedric armor (or even iron) shouldn't do damage at all. But, there could be some other advantages to HtH players. Like disorienting the enemy, disarm the enemy by taking his weapon away (voila, you have sword), with high enough skill grab the helmetless (except for leather or fur) enemys head and snap the neck, trip the enemy and stomp over. Stuff like that, with adequate skillrequirements.
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SexyPimpAss
 
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Post » Mon Dec 14, 2009 6:34 am

ya know, after a lot of thinking and trying to play morrowind again..i've come up with one conclusion. I don't think i'll be buying the next game at release, let alone at all if they can't somehow manage to up the hand to hand and make it viable with everything else in the dang game. I have it on the console so that means i can't actually change anything (no cool martial arts mods or anything...) so that means i'm stuck with what they initially give out. I don't really care about kicking animations anymore, while it would be nice, i just want the game to be balanced when it comes to using unarmed. Is it really that hard to add different sets of cool looking brass knuckles or things of that nature...and as for those people who like the fact that unarmed is weak because it's realistic...well considering the actual game, that's one of the lamest arguments i've ever heard. besides, shouldn't the game be balanced, it's a single player game about freedom of choice....why the hell should we be punished because we decided to take one combat skill over the other.

p.s.

i'm not complaining about the reach or the speed of unarmed, just the damage.

Well look at the real world. If I take a bare fist and punch you in the stomach with it, how badly are you really damaged? If I punch you in the mouth with a set of brass knuckles, sure its going to hurt, but it is no-where near a life threatening injury. Now let me shoot you in the stomach with a bow and arrow. Then let me take a broadsword or battle axe to your head. Its a completely different injury. I have to disagree with you on this. If anything, I feel H2H is too overpowered in Oblivion and Morrowind. It doesn't matter how strong your character is or skilled you are in H2H you shouldn't be able to beat someone in Plate Mail to death with your bare hands. Especially if that person is carrying an enchanted Daedric War Axe.
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Mark Churchman
 
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