TES V Ideas and Suggestions #152,

Post » Mon Dec 14, 2009 12:19 am

Yes and talking about shadows, I would like to see the fireballs make light (No torches needed anymore, just charge your fireball)

Edit: Forgot about the other elements, lightning could give light too and frost probarbly not. A thing I really miss in every RPG I ever played is the ability to set your arrow on fire, or add other elements to it. You would need a certain level of marksman and the higher your magic level is the better the effect. A special arrow is used for this and it causes more damage than a normal arrow or spell.


I agree that Fire should be able to light an area until it hits something, and that if if hits certain objects ? like a hay pile or broken cart or whatever? he object should light on fire. I also think enchanted weapons need cooler animations (if you are telling the soul in your sword to light on fire, your sword should look like it's from the bible, and if you tell it to freeze, your sword should look like it's frozen in ice. Also, bring back Morowinds enchanting.

Furthermore, specialize souls into the elements or skills. Why should a storm Atronoch be better than a Fire one at turning into fire? Why should the soul if a Vampire be worse at making an illusion spell than that of a tiger?
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Mon Dec 14, 2009 5:59 am

Multiple layers of clothing?- it wouldn't be very comfortable wearing chainamail next to bare skin! Also more than w ring per hand. It might mean enchantments wouldn't be as strong to balance it out.


+1. Plus I suggest that more rings (depending on the rings) add a personality bonus, they affect NPC's reactions towards you.

Using magic in a way that eases the life of people requires very skilled and delicate use. Lets face it, magick, as presented, is a somewhat gross force that is not and could not be used other than fighting. In order to use magic as a technology substitute, we would have to advance in the magical sciences a great deal. We need magick to be a force that influences everything, not just people and living things.
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Mon Dec 14, 2009 12:49 am

I think you should be able to wear 18 rings if you wanted (2 per finger, 1 per thumb). All of which enchanted, if you wanted.
User avatar
Rachael
 
Posts: 3412
Joined: Sat Feb 17, 2007 2:10 pm

Post » Mon Dec 14, 2009 3:02 am

I think you should be able to wear 18 rings if you wanted (2 per finger, 1 per thumb). All of which enchanted, if you wanted.

I think it might depend on the physical size of the ring. I can see how it'd be possible to wear a few simple slim bands on one finger, but it would be difficult to retain your manual dexterity with even http://www.inartstudio.com/nsj/080702/080702-154/080702-154-2a.jpg on your finger. :P http://en.wikipedia.org/wiki/Finger_Armor could be kind of cool.

I mentioned this before, but there should also be clothing counterparts/anologs to weapon pieces so that unarmored characters can still equip enchanted items.
Gauntlets/Bracers -> gloves and/or bracelets
Pauldrons -> armlets
Helmets -> hoods, circlets, headbands
Cuirass -> vest, jacket
Greaves -> http://en.wikipedia.org/wiki/Chaps? Kilts, hip wraps, pouches?
Boots -> shoes, boots (not armor boots, but clothing boots)
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Mon Dec 14, 2009 5:52 am

I think it might depend on the physical size of the ring. I can see how it'd be possible to wear a few simple slim bands on one finger, but it would be difficult to retain your manual dexterity with even http://www.inartstudio.com/nsj/080702/080702-154/080702-154-2a.jpg on your finger. :P http://en.wikipedia.org/wiki/Finger_Armor could be kind of cool.

I mentioned this before, but there should also be clothing counterparts/anologs to weapon pieces so that unarmored characters can still equip enchanted items.
Gauntlets/Bracers -> gloves and/or bracelets
Pauldrons -> armlets
Helmets -> hoods, circlets, headbands
Cuirass -> vest, jacket
Greaves -> http://en.wikipedia.org/wiki/Chaps? Kilts, hip wraps, pouches?
Boots -> shoes, boots (not armor boots, but clothing boots)


I also want stockings for the sixiness! Guys could wear them too, If they really want to D:

Edit : omg I wrote '' where '' instead of '' wear '' ? Golly, fix'd D:
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Sun Dec 13, 2009 6:15 pm

I also want stockings for the sixiness! Guys could where them too, If they really want to D:

:lol:

I'd also like the removal of the magic-morphin' clothing from TESIV. It makes no sense that pants suddenly transform into skirts when a female character puts them on - or that a skirt turns into a pair of pants if a guy puts it on.

...Do you thinks socks are too much to ask for? :unsure:
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Sun Dec 13, 2009 6:42 pm

There are so many of these threads, I'm not sure what hasn't already been said but...

I would love to see a more immersive first person viewpoint. Think along the lines of Crysis, or Mirror's Edge. If you look down, you can see your body. You can see your own shadow creeping along the walls in the flickering candlelight. If you jump (Oh please, execute the jumping in a believable manner this time, please.) you can hear the struggle and the impact, and you can see your legs come up while in the air and bend to absorb the shock.

Taking it to the next level, this viewpoint could be executed for simple tasks too. When reading a book, instead of opening a separate "book" window, you can see your own arm pick it up, open it, and flip through the pages, bringing it close enough to read easily. Likewise, you can see yourself put it away, or back down on the table in first person. If you drink a potion, you'll see yourself pull it out of your pack, uncork it, chug it, and toss it away. Apply this concept to alchemy, harvesting alchemy ingredients, and everything else in the game will really allow you to feel like you are the character you're playing as.

Not to mention how much more fun it would be to jump over a cliff and be able to look down and see your legs kicking and your arms reaching towards an edge. I think grabbing onto edges combined with immersive first-person view would be amazing, at worst. (meaning it'd be awesome no matter what) If they added climbing, edge-grabbing, and more realistic ragdoll+animation the game would be close to perfect (for me, anyway). By the way, I mean realistic ragdoll combined with animations. So if you hit somebody with a spell, they fall backwards, and get up, but in a way that makes it believable. Or if you smack somebody with a sword they react somewhat realistically, so they could add a very light ragdoll effect.

There was this one example in naturalmotion euphoria where it showed somebody swinging a sword, and it went into a block of somekind, and it showed the animation which they were set to. And they actually had to pull the sword out of the block, but their animation was to keep swinging their sword, because they had a bit of a ragdoll effect included, it just looked amazing. It was an adaptive animation, they swung the sword, it went into the block, and instead of following the animation and just having the sword pass right through, they had to yank the sword out of the block first. In Mirror's Edge, my favorite thing was to jump onto my back and look at the sky when I wasn't being chased by somebody, I could see my character's body, and I sort-of felt like I was in the game.

But, it's not what I want, it's what everybody else would want. Gotta think in a global sense here, so do you guys agree, or am I small percentage of acrobatic-loving/realism-wanting people among the Bethesda Forums?
(I'm being serious, I know how annoying it can be if somebody's preaching their ideas and they don't sound good)
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Sun Dec 13, 2009 4:08 pm

But, it's not what I want, it's what everybody else would want. Gotta think in a global sense here, so do you guys agree, or am I small percentage of acrobatic-loving/realism-wanting people among the Bethesda Forums?
(I'm being serious, I know how annoying it can be if somebody's preaching their ideas and they don't sound good)

I agree with you. :foodndrink: It would be great to have a climbing skill - just think of all the cool stuff you could do it you had this great first-person view! I'm sure more body-awareness could be useful in non-combat situations, too - especially with regards to crawling through small places. Smaller races should definitely be able to crawl and hide in places that a big nord or orc wouldn't fit in.
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Sun Dec 13, 2009 8:26 pm

But, it's not what I want, it's what everybody else would want. Gotta think in a global sense here, so do you guys agree, or am I small percentage of acrobatic-loving/realism-wanting people among the Bethesda Forums?
(I'm being serious, I know how annoying it can be if somebody's preaching their ideas and they don't sound good)


I like it too, but it's not a make or break a game kind of element. It certainly helps immersion (and that should be one of primary focuses of a TESV if you ask me). Adding a lot more animations to spell casting as well as visual spell effects would be nice. A strong spell should look strong too.
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Sun Dec 13, 2009 4:30 pm

I agree with you. :foodndrink: It would be great to have a climbing skill - just think of all the cool stuff you could do it you had this great first-person view! I'm sure more body-awareness could be useful in non-combat situations, too - especially with regards to crawling through small places. Smaller races should definitely be able to crawl and hide in places that a big nord or orc wouldn't fit in.

I've thought about that too. Like smaller races will jump, and they'll hit the ceiling at the same collision level the big races will. Not to mention if you're a smaller race your face is underwater while you swim, and if you're a larger one you swim above the water.

I like it too, but it's not a make or break a game kind of element. It certainly helps immersion (and that should be one of primary focuses of a TESV if you ask me). Adding a lot more animations to spell casting as well as visual spell effects would be nice. A strong spell should look strong too.

And maybe making strong spells take longer, but with really awesome animations. So you don't just look like you're throwing a card, and a transparent mist flies out that glows blue and does frost damage. :D
User avatar
Matt Gammond
 
Posts: 3410
Joined: Mon Jul 02, 2007 2:38 pm

Post » Mon Dec 14, 2009 6:53 am

And maybe making strong spells take longer, but with really awesome animations. So you don't just look like you're throwing a card, and a transparent mist flies out that glows blue and does frost damage. :D

;_; Magic casting certainly is underwhelming. There is one thing about Magic that I like in TESIV: no more "magic hands"!

Hmmm... on the other hand... okay, here's an idea, what if you could do one-handed or two-handed casting? If you use two hands, maybe the casting time is faster, the mana cost less, the spell more likely to succeed, or the spell more potent than if you attempt to cast with a weapon in your hand(s). It would certainly be an incentive to boost the offensive capabilities of spell-casters that don't want to use high-damage output weapons and would prefer to roleplay with daggers, staves, clubs, etc.
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Mon Dec 14, 2009 7:49 am

On magic casting, spells don't need to be stronger they need to be more EFFECTIVE. If you hit somebody with a fireball you can be sure it will burn some skin and flesh which is damn painful, hitting somebody with a freeze spell can stiffen or even completely freeze muscles making movement harder and hitting them with lighting can send them in a spasm or heavy cramps even paralyzing them.

And those are just the major examples. There can be many more effects through different magic.
User avatar
Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Mon Dec 14, 2009 5:13 am

;_; Magic casting certainly is underwhelming. There is one thing about Magic that I like in TESIV: no more "magic hands"!

Hmmm... on the other hand... okay, here's an idea, what if you could do one-handed or two-handed casting? If you use two hands, maybe the casting time is faster, the mana cost less, the spell more likely to succeed, or the spell more potent than if you attempt to cast with a weapon in your hand(s). It would certainly be an incentive to boost the offensive capabilities of spell-casters that don't want to use high-damage output weapons and would prefer to roleplay with daggers, staves, clubs, etc.

I would have liked wands, casting books, stuff like that too. :(

On magic casting, spells don't need to be stronger they need to be more EFFECTIVE. If you hit somebody with a fireball you can be sure it will burn some skin and flesh which is damn painful, hitting somebody with a freeze spell can stiffen or even completely freeze muscles making movement harder and hitting them with lighting can send them in a spasm or heavy cramps even paralyzing them.

And those are just the major examples. There can be many more effects through different magic.

Not to mention how simple it would be to add some effects to them...

But ice still can hurt you a lot, blizzards in real life can feel like thousands of needles, not to mention hail the size of golf balls. Just a freezing spell could easily damage skin, frost bite can kill skin and make it necessary to amputate, so it'd do more than just freezing and stiffening if it's powerful enough, or it's duration is for a long time.

Lighting damages people anyway, and lighting striking something actually generates heat hotter than the surface of the sun, so you can imagine how much that would hurt.

So, they would still do more damage if they were stronger, more likely than not. :shrug:

The visuals would be sort-of difficult, and it would actually be very annoying with rapid-fire lighting spells sending you into spasms or ice spells making you frozen solid. So I'd imagine for the alternate effects they'd have to make it take up much more magicka, and be harder to cast, right?
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Mon Dec 14, 2009 12:38 am

What if spells were chargeable? Hold down the cast key for longer to charge the spell and make it more powerful. While charging, you are defenseless, and any strike while charging will negate the spell (With a saving throw to keep charging based on your willpower.)
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Mon Dec 14, 2009 3:57 am

What if spells were chargeable? Hold down the cast key for longer to charge the spell and make it more powerful. While charging, you are defenseless, and any strike while charging will negate the spell (With a saving throw to keep charging based on your willpower.)

All for that, sound a lot like something I said before in fact.

The better you get the more "abuse" you can take while charging too, as a noob you're maybe not even able to move or at least run while charging.


EDIT:
Also had the idea that magic is more a "combination" system, you can for example summon fire, create a small field that stabilizes the fire and you can create a kinetic movement, all combined gives you a fireball. You can make it even stronger by summoning heat the same time making the fire burn hotter.
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Mon Dec 14, 2009 12:05 am

On magic casting, spells don't need to be stronger they need to be more EFFECTIVE. If you hit somebody with a fireball you can be sure it will burn some skin and flesh which is damn painful, hitting somebody with a freeze spell can stiffen or even completely freeze muscles making movement harder and hitting them with lighting can send them in a spasm or heavy cramps even paralyzing them.

And those are just the major examples. There can be many more effects through different magic.

That's something I really enjoyed in Bioshock. If you use the ElectroBolt on water while an enemy is standing in water, they take extra electrocution damage - they die instantly. If you used the fire plasma on a gasoline/oil spill, the spill would catch afire and toast enemies to a crisp. If you use the ice bolt to freeze an enemy, and then used fire on them, that would negate the ice effect (if I recall correctly). You could affect the environment to your advantage.
User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Sun Dec 13, 2009 10:55 pm

  • Give some better dialogue to bandits, marauders, etc. They felt far too generic in Oblivion.

User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Mon Dec 14, 2009 2:01 am

What if spells were chargeable? Hold down the cast key for longer to charge the spell and make it more powerful. While charging, you are defenseless, and any strike while charging will negate the spell (With a saving throw to keep charging based on your willpower.)


I've suggested that before, and it is in my LONG post of my sensible suggestions. to save you the trouble,
Spells

Collision damage through telekenisis, as well as like... hurling people into walls.

Conjuration should be able to summon food, water, other liquids, creatures, weapons, furniture, etc.You should be able to place a 'mark' on items, and 'recall' them when needed. Also, you should be able to have up to three different Mark locations at once as well as recall on target (so your companions can follow you)

ADD NECROMANCY, such as reviving dead things to either follow you or stay at a location. Necromancy would also require metal steaks or leather straps. revived animals have a chance of turning against you.

Spells should be sold by effects/clusters of effects. the potency should depend on your proficiency with that type of magic. However, if you held down the 'cast' button, your spell should be more powerful although more likely to fail. Different spells would be marked "long term, and holding as such would increase time. Long term spells would all drain your magica for the entirety of the spell, although barely (3 points fire damage for 1000 seconds would be unoticeable on your magica bar)

User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Mon Dec 14, 2009 2:35 am

Oh, and again, maybe it's been said already, but regarding the voice acting:

I'm all for voice acting. It adds something and really makes some characters feel believable, but I don't think it's necessary to have EVERYTHING voiced.

My suggestion is to voice main characters, certain story sequences, idle chit-chat between NPCs about nothing, and generic (Though numerous for variety.) greetings and farewells. Everything else can be text. For an example of the amount of voicework vs. the amount of total dialog, see any old Black Isle game.

Why?

First, it well help the modding community. Voicing dialog is one of the most difficult processes when it comes to modding. It's hard to find good voice actors, and it's hard to execute well. Even if you are able to find decent voice actors, chances are the voices recorded won't match the game in any way. Keeping the majority of the verbage in a text-based, readable format will allow modders to do the same, allowing their mods to blend more seamlessly into the game. I think the extensive voice work in Oblivion is the reason why quest mods are not so numerous in Oblivion, while gameplay modifications and things of that nature are.

Second, voicing characters for a game that large is no small task for even the biggest game developer, and cutting the voicework will decrease the budget and increase the amount of "stuff" they are able to put into the game. Some things just end up richer when you read them than if they are read to you.

Third, Bethesda went on record to say that they know TES fans enjoy reading, but the fact of the matter is that most of the players who purchase the game do not. I don't believe that catering to these non-readers is going to increase or improve playership. These types of non-reading players do not play Oblivion for the rich story and the incredible universe dripping with succulent lore-sauce. They play so they can charge into random dungeons, kill foozles, and get the sweet lootz. These types of players don't care if the dialog is voiced or not, they are going to skip it regardless so they can get back to slaughtering entire towns and taking their stuff. And any comments about Morrowind that fall along the lines of "It's a good game, but there's just too much reading.", these comments are typically made by 10-year-olds who probably shouldn't be playing these types of games yet anyway. They honestly don't care one way or the other, so Beth shouldn't cater to them.
User avatar
Lily Evans
 
Posts: 3401
Joined: Thu Aug 31, 2006 11:10 am

Post » Mon Dec 14, 2009 2:13 am

-snip-


This for god sake, this!
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Sun Dec 13, 2009 6:11 pm

I would like a more comlex sneak system. In addition to the bonus damage when sneaking if undetected, I would like some stuff around the lines of being able to peek in a hallway without entering it (I.E. so you have less of a chance of being detected).

They also should put light throwing weapons back in.

I think the current sneak system is pretty good. Change the animation for crouch walking and make so the guards aren't psychic and I'll be satisfied.
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Sun Dec 13, 2009 8:37 pm

This for god sake, this!

Agreed!
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Mon Dec 14, 2009 2:50 am

Non-Psychic guards please.
User avatar
Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Sun Dec 13, 2009 9:39 pm

  • Give some better dialogue to...

... each and every NPC. I hate how NPCs sound like fictional game characters, while they should sound like people. Imo, the dialogue writing is even more important than voice acting. Even a good voice actor sounds stupid is he's going through stupid lines that make little sense. Bad voice actor can actually bring more immersion, since not everyone irl are great articulators, but if they have some meaningful to say, who cares how it comes out. I find Bioware hitting the nail in this -> the people sound believable.
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Mon Dec 14, 2009 7:40 am

on the topic of Voice Acting...

i think the direction of the voice acting was improved upon in Fallout 3. Oblivion is great, but some of the lines sound like they were recorded right before quitting time if you know what i mean. (rent a room from the count's arms, that line of recording "...wonderful view of the city..." bugs the hell outta me...) some characters will pronounce an NPC's name two different ways during the same dialog.

it seems as if the notes provided to the voice actors were more specific in Fallout 3. the characters spoke like they knew the context of the line they were speaking (when in reality they probably didn't).


in short, it's not the writing, it's not the voice-acting, it's the directing.
User avatar
GLOW...
 
Posts: 3472
Joined: Thu Aug 03, 2006 10:40 am

PreviousNext

Return to The Elder Scrolls Series Discussion