TES V Ideas and Suggestions #153

Post » Sat May 28, 2011 12:50 am

On the whole fame/infamy thing I'd rather have a system where every NPC can decide on their own if they see my actions as good or bad and that IS possible.

If you look back at the very beginning of this thread i mentioned some systems how NPCs can work, among that was personality sheets and preferences/dislikes. Based on those a NPC can directly observe your actions and decide if that's something they find good or find them bad. If you fight and kill someone a lot of NPCs will fight that horrifying but there might be some that find that appealing so in those few eyes what you did was something good.


So you mean that each npc's will have their own opinion on the player and not an overall opinian for all npc's?

Good suggestion. :thumbsup:
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trisha punch
 
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Post » Sat May 28, 2011 8:35 am

BARTERING:
Unique items are in constant circulation across the continent, so if you sold something you have come to regret, you can still inquire with merchants to whom they sold said item. You may find it on the corpse of a bandit then you killed in the wilderness (who may have relieved it from a travelling noble), or you may be able to convince an NPC to sell it back to you at a higher price or make you do a task for it. Bartering thus, should be possible with all NPCs.

Note: All merchants can be persuaded, using your speech craft skill, to offer their wares in direct swap for items in your inventory, unless otherwise stated.

Types of merchants:
-Alchemist: Buys and sells alchemical ingredients and potions.
-Baker: Buys and sells bread, confectionery and some dried goods.
-Blacksmith: Buys and sells metal weapons, armour and shields, raw metals and general metal goods (such as pokers, goblets etc.). They will also shoe your horse and help with the creation of custom weaponry. Skilled Blacksmiths are able to cauterise wounds with heated metal.
-Book store owner: Buys and sells literature.
-Butcher: Sells raw, cooked and dried meats. Willing to purchase fresh raw cuts from you.
-Carpenter: Sells wooden shields and weapons, arrows, and upholstery (see Real Estate & Interior Design). Willing to buy wood and wooden items from you.
-Clothier: Buys and sells clothing, fabrics, robes and capes. Dyes clothing.
-Doctor: Buys and sells suture kits, gauze and restorative potions.
-Farmer: Found more often in villages and small settlements, farmers sell fresh fruit and veg, and raw meat. They are receptive to trading items with you.
-Fighters Guild: Buys and sells weapons, armour and shields, and assists in the creation of custom items.
-Fishmonger: Buys and sells fresh fish.
-Grocer: General food store, including fruit, veggies, nuts and some alchemical ingredients. Willing to purchase anything edible.
-General Merchant / Requisitions Officer: Buys and sells a little bit of everything and likes to move things quickly. May or may not be in collusion with the Thieves Guild. Keen to trade items with you and can be busted down on prices easier than other merchants. It is common to meet general merchants on the road.
-Inn Keeper: Buys and sells alcohol and cooked food to be consumed on the premises. Open to the idea of trading and may trade items for lodging.
-Mages guild members: Buys and sells magical scrolls. Teaches you new spells depending on your relative skills.
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Barbequtie
 
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Post » Sat May 28, 2011 5:30 am

There's one thing I don't recall seeing in any RPG for a while, and would really like to see. When I played Dragon Age: Origins, I was expecting an RPG with lots of choices. I started a mage character, and played through my origin story. Then the time came for me to join the Grey Wardens, which would start the main quest. I was given the option to either join them, or stay in the Mages Circle. For the hell of it, I chose the Mages Circle, but I was essentially forced through dialogue to join the Wardens and start the main quest. Which brings me to my suggestion. I want the choice not to start the main quest. I want to start the game, do something that stops me from participating in the main quest, and play the rest of the game, never being able to "finish" the game.

Some people don't want to be, for example, the Champion of Cyrodiil, and just want to be a regular guy doing side quests. To do that, they have to not deliver the Amulet of Kings to Jauffre. But what if we had the option to give the Amulet to him, and leave it at that? You could tell him that he can have the Amulet, and that you don't want to be involved anymore. After a while, you would start to hear about all of the events in the main quest, but you'd never be involved in it.

This would be a very nice option to have and would give players more choices.

For this I had an idea, the main storyline should allow branch points and multiple cue points into a important quest. In this one for example you could deliver the amulet and then say "my job is done" and leave. In that case Jauffre would send troops to look for Martin instead of you, they might succeed or fail at their task depending if you already solved the Kvatch quest. If you didn't the troops don't make it through but can secure Martin in Kvatch, that means if you play the mission later on they might give you the information that Martin is the emperors son giving you a new cue point for the main quest.
If you already solved the Kvatch quest beforehand a new cue point is Weynon Priory, you will find that many people there have been killed, Martin will be in Chorol being treated for his wounds he suffered but still alive. He will be able to tell you what he knows giving you a new cue point into the main quest.
Like this you could really say "my mission is over", something happens and that gives you another cue point where you can jack into the main quest again, either deliberately or by just stumbling over it.

Additionally the main storyline could really branch out at some points and go a completely different path.
I did http://img229.imageshack.us/img229/3010/branchingstorylinesmorr.gif a while ago, possible story branches the Morrowind storyline could have taken. It's quite excessive but takes a lot of the possible branches into account and where they can re-enter the normal storyline.


So you mean that each npc's will have their own opinion on the player and not an overall opinian for all npc's?

Good suggestion. :thumbsup:

Exactly, NPCs already keep track of individual disposition towards you and other NPCs, the Fame-Infamy modifiers simple pushed those up or down, but it made no sense that people who where against what you do suddenly liked you just because you where considered a hero by most.
I think my ideas of having 3 disposition values instead of one is a good first step as NPCs can express through those how they think of you. Then based on their personality sheet and based on their preferences and dislikes it can filter which actions they find positive and which they find negative and by how much.
Lastly the Viral spread determines how far word about you travels and how fast and based on the relation between NPCs (Their disposition towards each other or other bounds like through family, community or faction) alter their disposition to you slightly.

Like this heroic deeds aren't written in the air, only what people can really tell about you will spread. If you're a big damn hero openly but a serial killer secretly people will still see you as a Hero since that is what they can observe.


PS: This reminded me of one point I should write about a bit, NPC relations.
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Claudia Cook
 
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Post » Sat May 28, 2011 9:48 am

I want the choice not to start the main quest.
This would be a very nice option to have and would give players more choices.

You had this choice in TES2. You were urged to meet the agent, but if you failed to heed the call you were considered a traitor. The main quest was unaccessible, and you never heard any rumours about it either.
In TES3 you can pretty much take all the time in the world and keep the main quest accessible, but not triggered. Caius is a remarkably patient man, no matter how long it takes you to eventually step in his door, hes always satisfied. It would be nice of course to have the dialogue option: "Sure the emperor let me free, but you know what I don't give a damn. I'm going my own way and you can try to stop me if you're tired of living, old man."

So you mean that each npc's will have their own opinion on the player and not an overall opinian for all npc's?

Good suggestion. :thumbsup:

Yes that is good.
FO3 Karma=terrible!
TES4 Fame/infamy=terrible.
TES3 Just fame=just as terrible.
TES2 'Faction' reputations, including Law, Underground and some more gray groups like Merchants, Nobility, Peasants=pretty good but not perfect.
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Kara Payne
 
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Post » Fri May 27, 2011 10:03 pm

I'd like to see something like this in the game.

"I rend the flesh of my hand with flame, I use the burned hand to stab a hole in my other hand, and break my left leg with a brick, I know I'm going to die soon but it feels good to watch as I writhe in pain. I watch my body go limp and then smash my face in with a force spell. I travelled back through time to test a theory, the theory was sound. I killed myself yesterday and yet I still live. Tomorow I will go to the day before yesterday and do it again. I cannot punnish myself enough for what I did tomorow. I killed the emperor and so I will go back in time one day at a time and kill myself over and over again. But I was stopped, when I reached the day of my birth I saw my mother, she died that day and I never knew why, now I know, I ran a spike through her belly and skewered myself before I could ever see or smell or feel. Now I don't exist and never have, I have no past and no future, but something still calls me. I am drawn to a far distant future, 200 years into the future, and I see a chance at redemption. Now is the time to be somebody, who I will be I cannot say but I see a promise of greatness, will I bring the suffering with me or will I change what I became."

It's a bit random, but there it is...

Stephen.
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Mr. Allen
 
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Post » Sat May 28, 2011 5:09 am

*You can't sleep in an owned bed*

Like hell I can! What you were trying to say is that I can't sleep in an owned bed, without suffering the consequences if caught. Let me sleep in any bed whatsoever, and let me get horribly waken as the owner throws me to the street, or attacks me, or the reports me to the guard, and i wake up getting dragged to jail, or successfully sleeping through the night without trouble, or being snuggled by a beautiful woman, or waking up being snuggled by naked bearded man.
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Jessica Colville
 
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Post » Sat May 28, 2011 7:40 am

I for once want a better speechcraft. You know, instead of speechcraft being a waste of a skill, I want to actually have an advantage when picking it. Maybe increase the bribing gold at every level or something else.

Maybe some of you got an idea on this?


My opinion of a 4th player type, politician. you can convince people to do stuff for you, and you can get some levitation enchanted item so you watch the battle from above and give orders. Guilds for this would be the same for warriors.

Imagine having to raid Miscncarnand for the great valara stone. you stop by the fighters guild and convince fifteen people to come with. Increased AI makes them affective and stealthy, and so you can stay in the backround and have them fight for you. You'd tell them what to do, commands being:

Charge
ranged
Stay here
stand there
follow me
sneak.

If you started sneaking in follow me, followers would to. If you clicked ranged in sneak, they'll do a stealthy ranged move.
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Angela Woods
 
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Post » Sat May 28, 2011 7:09 am

*You can't sleep in an owned bed*

Like hell I can! What you were trying to say is that I can't sleep in an owned bed, without suffering the consequences if caught. Let me sleep in any bed whatsoever, and let me get horribly waken as the owner throws me to the street, or attacks me, or the reports me to the guard, and i wake up getting dragged to jail, or successfully sleeping through the night without trouble, or being snuggled by a beautiful woman, or waking up being snuggled by naked bearded man.

I think being on the guard's hit list for sleeping in someone else's bed is over the top. The owner should decide the punishment, based on their disposition toward you ("hey, my good friend, mind if I crash at your place tonight?") and whether or not you have stolen anything. A stranger might flip out: call the guards, rob you, beat you up, or just kick you out and glare at you whenever you pass each other on the streets. Friends shouldn't be so picky - they should be okay with you taking a nap, maybe even having some of their food. You could do something like "I really need bed and some chow, how about I pay you back?"
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Harry Hearing
 
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Post » Fri May 27, 2011 8:51 pm

If it being illegal to wait in the middle of town is implemented again, I want something to actually happen when I disobey that law. Very often I've waited in the middle of a town in Morrowind without any guard giving a damn. When something is supposed to be illegal, I expect there to be consequences if I commit that illegal act.
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JLG
 
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Post » Fri May 27, 2011 6:58 pm

If it being illegal to wait in the middle of town is implemented again, I want something to actually happen when I disobey that law. Very often I've waited in the middle of a town in Morrowind without any guard giving a damn. When something is supposed to be illegal, I expect there to be consequences if I commit that illegal act.


Plus, make a chance that the player will get diseased if waiting outside a bed.
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Julie Serebrekoff
 
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Post » Fri May 27, 2011 6:44 pm

Plus, make a chance that the player will get diseased if waiting outside a bed.

Or in a bed. You know, beg bugs? :P

Yeah, loitering in town should attract the attention of guards and citizens. And not a good kind of attention, either!

Given all that, inns, taverns, motels, etc. should be much more developed and lively. I like some of the places in Morrowind, where there were patrons. There should be barflies, regulars, and NPCs (on their Radiant AI schedule) stopping by on their journeys. Pubs are hotspots for the locals, not just passing travelers. It's a good wait to share the events of the day and exchange information and news.
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Tamika Jett
 
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Post » Fri May 27, 2011 9:44 pm

NPC Relations:

A heavy factor how disposition or views between NPCs change is their relation towards each other. Killing a member of a family will in most cases weigh heavier than killing a to them total stranger.
Generally speaking if NPCs have a relation connecting them their disposition towards you will modify stronger and more into the same direction among them and they will react stronger if you interact with a member of this group.
Also my mentioned concept of the Viral disposition alteration will spread faster within that group since they also have a tighter bound by that.

Of course there can be fluctuations in there too, if a family member was hated or was a unwanted member in a faction his death might be seen less severe or even as positive.

Some NPC relations can be:
-Family
-Faction/Clique
-Religion/Cult
-Species
-Race
-six
-Community
-Social class
-Age


In different groups the factors on which members relate to differs of course, the bound between members of a family are of course different than the bound between members of the same religion. This means they're also likely influenced more or less by different things and also still the personal relation between two NPCs plays a heavy role.
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Barbequtie
 
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Post » Fri May 27, 2011 9:12 pm

FO3 Karma=terrible!
TES4 Fame/infamy=terrible.
TES3 Just fame=just as terrible.
TES2 'Faction' reputations, including Law, Underground and some more gray groups like Merchants, Nobility, Peasants=pretty good but not perfect.


TES3 had very significant faction interrelations. Look at the reaction table near the bottom there: http://www.uesp.net/wiki/Morrowind:Factions

It could have been done better, though.. your faction bonus/penalty should be greater the further along you are in the faction.
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Guinevere Wood
 
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Post » Fri May 27, 2011 6:40 pm

This may have been mentioned already, but would be nice if Beth added a feature with the game journal where you could keep your own notes/ log book right in the game. I do suppose that would work best for the PC version of TESV, but I only plan on buying that version anyway. :D
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Kate Norris
 
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Post » Sat May 28, 2011 12:02 am

In addition to the already stated Fame/Infamy system, I would like to see NPC's given "alignments," similar to D&D. Alignments would be a two category system:

Lawful/Neutral/Unlawful - Good/Neutral/Evil

Starting reputation would be determined by how NPC's compare your alignment as they perceive it, and then how that matches up with their own.

Dialog could have generic greetings, latest rumors, etc., based on alignment as well.

____

I would, as well, like to a see a journal that you could write your own notes in; as well as a way to write books ingame.
:read:

____

Another thing id'e like to see is the ability to actually summon the Daedra lords and actually go to their realms. Hard to have a viable conversation with a butt-ugly statue... :obliviongate:
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Trevor Bostwick
 
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Post » Fri May 27, 2011 10:13 pm

we know that elder scrolls 5 will take place 100 years after oblivion but i want the history of the players choices in oblivion to be present (even in the slightest, like books) to the player character of 5,
like a history of what happened like npcs talking about history and saying "the hero of kavatach became the prince of madness, what a tragedy to lose such a great hero"
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marie breen
 
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Post » Fri May 27, 2011 11:06 pm

We don't know that it'll take place 100 years after Oblivion. When did you ever hear that?
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Jodie Bardgett
 
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Post » Sat May 28, 2011 4:15 am

we know that elder scrolls 5 will take place 100 years after oblivion but i want the history of the players choices in oblivion to be present (even in the slightest, like books) to the player character of 5,
like a history of what happened like npcs talking about history and saying "the hero of kavatach became the prince of madness, what a tragedy to lose such a great hero"


lol who told you this information? im not sure if that is confirmed yet
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claire ley
 
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Post » Sat May 28, 2011 6:54 am

Another thing id'e like to see is the ability to actually summon the Daedra lords and actually go to their realms. Hard to have a viable conversation with a butt-ugly statue... :obliviongate:


Yes. I want to talk to the daedra lords face to face like Sheogorath. Like when talking to the statues they become alive.

But I guess it wouldn't work because of the divine barrier between Nirn and Oblivion
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Janeth Valenzuela Castelo
 
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Post » Sat May 28, 2011 8:36 am

Yes. I want to talk to the daedra lords face to face like Sheogorath. Like when talking to the statues they become alive.

But I guess it wouldn't work because of the divine barrier between Nirn and Oblivion


It was possible in Daggerfall to do this. i'e like to see it return in TES V is all. Besides, summoning the Daedra lords of your own free will would be akin ti summoning any daedra, They can only stay for a limited time. Perhaps you have to have a very high conjuration to do this...
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Eve Booker
 
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Post » Sat May 28, 2011 2:35 am

sleeping animations, I'd like to see myself sleep as I watch the timer tick down, same with waiting, watch myself roll over in bed, fall out of bed, cuddle up to the person next to me, kick them out of bed, etc.

Is there any word on the next TES book yet? I've read the first one and I'm eagerly awaiting the second, the first was The Infernal City by Greg Keyes, What's the next one called? is it out yet?

Stephen.

EDIT: WHEN IS TESV COMING?????
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Georgine Lee
 
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Post » Sat May 28, 2011 7:05 am

There must be more joinable guilds, like Akatosh chantry, cult of the Ancestor Moth, Arkay order, Benevolence of Mara, Blades, Fighters guild, Mages guild, Thieves guild, Dark brotherhood, Blackwood company, Camonna Tong, Citadel of Ebonarm, Clan Aundae, Clan Berne, Clan Quarra, Crusaders, Cult of Emperor Zero, Order of Diagna, Knights of the Dragon, Dissident Priests etc...
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Steve Fallon
 
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Post » Fri May 27, 2011 10:39 pm

we know that elder scrolls 5 will take place 100 years after oblivion but i want the history of the players choices in oblivion to be present (even in the slightest, like books) to the player character of 5,
like a history of what happened like npcs talking about history and saying "the hero of kavatach became the prince of madness, what a tragedy to lose such a great hero"


The rumor was 200 years later and never confirmed.
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Julia Schwalbe
 
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Post » Fri May 27, 2011 7:32 pm

I want an in-depth Combat System..though I play on the Xbox, so it may not work on the Computer.

In Oblivion the Right Bumper button was Magic, the Left was to grab items. Right Trigger was to attack, while the left was to block.
I would like all four of those buttons completely dedicated to combat..

LT/LB would be for your characters left arm/hand, and yep! you guessed it..the RT/RB would be for the right arm/hand.

Example as Follows:

Lets say you're useing a sword and shield, basic attack for the sword would be RT, strong attack would be RB. For the Shield, basic attack would be LT and so forth.
You may be wondering how in the heck you would block, but what if to block was pulling both triggers. You could hold them and your character would hold his shield up, but doing this would put you into a vulnerable situation(your opponent would easily counter that). So, to be affective you would have to time your blocks, by tapping both triggers you would be able to intercept your opponents attack..and hopefully stagger him back, which would open up for a couple fast attacks.

Just imagine the combo possibilities, two fast sword attacks followed by a strong shield bash. Heck two fast shield attacks followed by a strong.
Sword>fast, fast, strong followed by a strong shield.

As for magic, I believe it could work as well.

Lets say you're useing fire, tapping RT would be a simple fireball, same with LT..Alternating anybody? A fireball minigun flying through our fingertips.
But, holding either trigger would charge up the fireball..
Blocking would be the same, just hold the triggers and it creates a magical fire shield(or whatever element you're useing).

Perhaps holding the RB would be like a firewall, a barrier? Something you could sustain as long as you had mana. Tapping RB could send a wave of fire?
LB could be used to summon a flame atronach? Holding both bumpers could result in your character hitting the ground to create a large explosion?
Holding the triggers and the RB could be like a fire beam? Kind of like Marvels Cyclops, but with fire instead of lasers.

For the finale you could hold all the buttons for the "uber" attack..raining fire from heaven? I don't know.

I know a lot of people use both weapons and magic, so this may not work.
Since this idea makes you go all out for either magic or melee.

Maybe if you're useing a sword in your right hand, your left would be open for magic? I don't know..


All of your input is welcomed!
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Eduardo Rosas
 
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Post » Sat May 28, 2011 7:37 am

In addition to the already stated Fame/Infamy system, I would like to see NPC's given "alignments," similar to D&D. Alignments would be a two category system:

Lawful/Neutral/Unlawful - Good/Neutral/Evil

Starting reputation would be determined by how NPC's compare your alignment as they perceive it, and then how that matches up with their own.

Dialog could have generic greetings, latest rumors, etc., based on alignment as well.


My main gripe with the DnD Moral and Order axes is that when it is implemented in games, the dialog choices that affect alignment are corny, one-sided, obvious or not obvious at all, and sometimes don't even make sense. They also invalidate my roleplaying decisions and rational. To one person, my character's actions might be considered "good." However, to my logic and my character's values, perhaps my character considers what she did to be either "neutral" or "evil." Like "okay, bad guy, I"ll let you live" with the logic that maybe now I want to blackmail you, you owe me, I want to join you, I want your victims to brutally tear you apart piece by piece instead of a swift death from me, I want to cripple and torture (but not kill) you, and so on.
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Juan Cerda
 
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