TES V Ideas and Suggestions #153

Post » Sat May 28, 2011 1:22 am

Yeah, that's why. If Molyneux kept his mouth shut, people wouldn't be so ready to bash it. But when each Fable is constantly called "ZOMG SOZ AMUIZING GUYZ, BET RPG EV3R" by Molyneux, and each turns out to be just decent, with barely any of the features working as Molyneux promised, people get ed off.

With Fable II most if not all of the features promised were included. Fable I and II aren't just decent, their great. If you still don't believe me than at least recognize that the ideas are brilliant and Lionhead is actually trying to create new features instead of just going the easy way and making it like any other RPG. I agree that Molyneux over-hypes his games, but that's a good thing that he's so excited about them.

To make this contribute to the thread, I'd say that perhaps Bethesda should have such an enthusiasm for their games and try to go above and beyond.
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Heather Kush
 
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Post » Fri May 27, 2011 9:51 pm

I'd like to see smuggled items come back and since they are illegal, they should have actual consequence with them. I sold so many dwemer artifacts and pieces of raw ebony in Morrowind and no one did a thing... yet if I had a bit of moonsugar on me, traders wouldn't even talk to me. For one, no psychic merchants. Two, force me to go in some back alley to sell my illegal items. If a guard catches me, let him deal accordingly.
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Penny Wills
 
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Post » Sat May 28, 2011 3:18 am

With Fable II most if not all of the features promised were included. Fable I and II aren't just decent, their great. If you still don't believe me than at least recognize that the ideas are brilliant and Lionhead is actually trying to create new features instead of just going the easy way and making it like any other RPG. I agree that Molyneux over-hypes his games, but that's a good thing that he's so excited about them.

To make this contribute to the thread, I'd say that perhaps Bethesda should have such an enthusiasm for their games and try to go above and beyond.


I don't want to go off topic here, so I wont voice my opinion. However, Bethesda should never ever hype their games as much as Molyneux hypes Fable, as they would never live up to the hype.
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Anna S
 
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Post » Sat May 28, 2011 2:35 am

I don't want to go off topic here, so I wont voice my opinion. However, Bethesda should never ever hype their games as much as Molyneux hypes Fable, as they would never live up to the hype.

I'm not saying Bethesda should hype their games, I'm suggesting they should have extremely high ambitions, but be smart and keep them secret. If they set their goals almost unreachably high than they'll work harder until the day when they can achieve them, and if they don't reach them, the public wont know and will still be drooling.
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Claudia Cook
 
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Post » Sat May 28, 2011 5:37 am

Bethesda!

Could you call the races (particularity the Mer) of the Elder Scrolls Series by their proper names??

You know... Altmer, Bosmer, Dunmer, Dwemer, and Orsimer?
At least include them more than in Oblivion! I primarily saw High Elf, Wood Elf, Dark Elf, and Orc in that game. Maybe in character creation you guys should put the proper names in parentheses?
Please? :)
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I’m my own
 
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Post » Fri May 27, 2011 9:18 pm

Bethesda!

Could you call the races (particularity the Mer) of the Elder Scrolls Series by their proper names??

You know... Altmer, Bosmer, Dunmer, Dwemer, and Orsimer?


That would be nice. I didn't even learn their proper names until I started reading The Imperial Library.
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Deon Knight
 
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Post » Sat May 28, 2011 4:10 am

Wood Elf? High Elf? Dark Elf? Bah.. just more mainstream [censored]. More proof that bethesda have sold out.
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Steve Fallon
 
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Post » Fri May 27, 2011 6:28 pm

Wood Elf? High Elf? Dark Elf? Bah.. just more mainstream [censored]. More proof that bethesda have sold out.


It's always been Wood Elf, High Elf and Dark Elf......Bosmer, Altmer and Dunmer are those that came afterwards.
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ruCkii
 
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Post » Fri May 27, 2011 6:46 pm

Wow, these forums have become very silent whithout any announcement on TES:V

As for new Ideas:

I'd like to see more quests not guild related. Like playring an adventurer who doesen't have any master or any "official" work at a guild, but more a person who travel from city-to-city just to help the townsfolk to earn a little gold.
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Jerry Jr. Ortiz
 
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Post » Sat May 28, 2011 6:38 am

Or, a quest could be guild related but still doable outside the guild. A farmer has trouble with goblins. Even if he's already sent a request for Fighters Guild to send someone, why couldn't he ask YOU take care of it when you wander by him, no matter if you're in the guild or not!

Quests need time limits: the said farmer would surely find some one else do it or leave his farm rather than wait for months for help. By doing a quest real fast you gain more approval. BUT by hogging all the quests available, you can't finish them all in time. Of course, not EVERY situation is time crucial. Someone asks you to find the remains of a dead wanderer, he stays dead no terrible rush there...

There could be boards in FG where you choose your quests from, and others disappear after a while. (They're accepted and done by other guild memebers)
In some RPGs quest are triggered by many events. If you miss the quest giver but stumble right upon the action, you're capable of doing the thing but only with less knowledge of the situation.
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Jade Payton
 
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Post » Sat May 28, 2011 6:36 am

Or, a quest could be guild related but still doable outside the guild. A farmer has trouble with goblins. Even if he's already sent a request for Fighters Guild to send someone, why couldn't he ask YOU take care of it when you wander by him, no matter if you're in the guild or not!

Quests need time limits: the said farmer would surely find some one else do it or leave his farm rather than wait for months for help. By doing a quest real fast you gain more approval. BUT by hogging all the quests available, you can't finish them all in time. Of course, not EVERY situation is time crucial. Someone asks you to find the remains of a dead wanderer, he stays dead no terrible rush there...

There could be boards in FG where you choose your quests from, and others disappear after a while. (They're accepted and done by other guild memebers)
In some RPGs quest are triggered by many events. If you miss the quest giver but stumble right upon the action, you're capable of doing the thing but only with less knowledge of the situation.


Hmm... I dunno, I like that TES allow me to do quest when I want to, and I don't have to think about the time.
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ladyflames
 
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Post » Fri May 27, 2011 8:15 pm

I'd like to see smuggled items come back and since they are illegal, they should have actual consequence with them. I sold so many dwemer artifacts and pieces of raw ebony in Morrowind and no one did a thing... yet if I had a bit of moonsugar on me, traders wouldn't even talk to me. For one, no psychic merchants. Two, force me to go in some back alley to sell my illegal items. If a guard catches me, let him deal accordingly.

:thumbsup: I like this idea.

I also think that Merchants shouldn't psychically know that I've got contraband on me. Perhaps your skills can play into this - you have a good sneak skill, you are also good at concealing things. For example, say and NPC comes up to you because he (rightly) suspects you of stealing something. If your sneak skill svcks, the NPC will spot your ill-gained goods. But, if you have a high sneak skill, you'll be able to secret your stolen item about your person in a way that a simple glance won't find. Similarly, you would be able to "hide" your illegal goods: merchants would do a "check" of their mercantile skill + INT against your sneak skill + Agility (or speed). If you win, the merchant doesn't spot your stuff when you trade. If you lose, the merchant will call the guards or maybe even demand some money (blackmail) to not call the guards. A check would be performed each time you engage in a barter scene... or possible after X amount of items have been traded, to simulate you rummaging around your backpack.
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kyle pinchen
 
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Post » Sat May 28, 2011 2:09 am

I think that done in moderation, a handful of timed quests could be beneficial to the mood. The requirements would be that they be clearly indicated as "time-dependant" and the clock starts as soon as you accept the job. But that gives people not ready to do a job the way out to preserve the core of TES: go anywhere, do anything, be anyone. Simply put, the QUEST ITSELF is timed, acceptance is not. (ie, don't start it until you're ready, but then you actually have to charge ahead with abandon to complete it)

Just my opinion. Should not be the normal questage, but a few don't hurt, and they would definitely add a unique sense of urgency to the game.
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James Smart
 
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Post » Sat May 28, 2011 9:11 am

so what about ideas on the main quest?
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Lexy Dick
 
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Post » Fri May 27, 2011 5:56 pm

MENUS:
Calling up the map, inventory or journal does not pause the game. In combat, you'll only be able to drink a healing potion if you have time or have found suitable cover. This puts more emphasis on quick key commands in battle. It also permits you to peruse menus while you recover MP.
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Danielle Brown
 
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Post » Sat May 28, 2011 7:56 am

MENUS:
Calling up the map, inventory or journal does not pause the game. In combat, you'll only be able to drink a healing potion if you have time or have found suitable cover. This puts more emphasis on quick key commands in battle. It also permits you to peruse menus while you recover MP.


Great idea, it's too easy to win if you can drink your way to victory.
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Ludivine Dupuy
 
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Post » Fri May 27, 2011 6:26 pm

I'd like to see smuggled items come back and since they are illegal, they should have actual consequence with them. I sold so many dwemer artifacts and pieces of raw ebony in Morrowind and no one did a thing... yet if I had a bit of moonsugar on me, traders wouldn't even talk to me. For one, no psychic merchants. Two, force me to go in some back alley to sell my illegal items. If a guard catches me, let him deal accordingly.


I'd like to meet some dudes in back alleys who sell you stuff, and once you know them fairly well they tell you about their friend who lives in that house over there, you go to the house and have a meeting with some dude who gives you better stuff for your money and takes stolen and illegal stuff off you, moon sugar and skooma dealers and fences should work out of different places, not just one guy who deals with it all unless you work your way up the trust ladder with these guys (which could work in your favour if you're a dealer or a dealer of justice).

Stephen.
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Marta Wolko
 
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Post » Sat May 28, 2011 4:59 am

MENUS:
Calling up the map, inventory or journal does not pause the game. In combat, you'll only be able to drink a healing potion if you have time or have found suitable cover. This puts more emphasis on quick key commands in battle. It also permits you to peruse menus while you recover MP.

Hmm...

How about this only applies when in combat? For instance, I don't want to lose 3 days to re-arranging my inventory and sorting through my crates/storage containers. Likewise, I would not want to loose a week to reviewing my journal or reading a book.

Also, maybe potion drinking would have an animation. In other words, drinking isn't a simple click-and-instant-consume. Instead, you have to wait as you watch your character uncork the bottle and take a swig. Obviously this would not be to your advantage in mid-combat - you'd be a sitting duck!
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Eileen Müller
 
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Post » Fri May 27, 2011 11:29 pm

I don't think I'd enjoy flipping through menus in real time. Potion-drinking sounds good though. Then you could have fun things like an acrobatic character being able to pluck the bottle out of an opponent's hand and drink it themselves, or a mage telekinizing it to do the same. (and hoping they didn't pull out a poison in a desperate attempt to fake you out).
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Nicole Coucopoulos
 
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Post » Fri May 27, 2011 8:10 pm

so what about ideas on the main quest?


I'd like to see something more political again. Maybe a war between two provinces and you pick a side or something (or, to narrow the scope, a war between two kingdoms that have been established in one province. Kind of like if Skingrad went to war with Bruma). Neither side has to be the "good" one. Maybe they both have their good and bad sides.

Maybe the player can affect how the battle is fought, too. For instance, if you're a high ranking member of the dark brotherhood, you might be able to use the dark brotherhood to advance the cause of the side you're fighting for. If you're just a freelance mercenary and you're good with speechcraft, maybe you can talk someone down. But if you're better with a sword, maybe you just fight them.

Don't push a player into it either. Just let the player know it's out there and let them choose whether or not to get involved. In Oblivion I always felt like my character would feel sort of rushed to hurry up and stop the Oblivion crisis. It colored my experience every time I played until I installed an alternative start mod that didn't push that into the beginning of the game.
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Leah
 
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Post » Sat May 28, 2011 4:56 am

That would be nice. I didn't even learn their proper names until I started reading The Imperial Library.

I think that's good though, especially in a human area. Would a Nordic village know or care the proper names of the elven races?

Here's an idea: remove the skill "block." replace it with "shield." Shield blocking is then distinguished from weapon blocking, which would be part of the weapon skill. Does that idea sound good or am I being stupid?
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Manny(BAKE)
 
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Post » Fri May 27, 2011 6:00 pm

Hmm... I dunno, I like that TES allow me to do quest when I want to, and I don't have to think about the time.

I disagree. I noticed it more clearly in DA:O. You just pick every quest you find, cluttering your journal entirelly. None of them seem very urgent to you, and you complete most of them by just stumbling over the people and items. Many times you kill some one, don't even remember who it was and then reading the Quest Done text you know who were you even killing that guy for. They feel completely out of place and unrewarding. Many side quests aren't complete until you've ventured into every one of the important areas, and they really annoy me by cluttering my journal. No matter how urgent the job sounds like, I got all the time in the world. "Darkspawn killing some peasants this very moment you say? I take care of it. Next week."

The problem isn't that bad in TES3-4, but still it makes no sense to me that whatever you're told to do, it can always wait. For as long as you need. Mostly this is because the quest are unfailable these days: the quest clutters your journal until you've done it, and there's no way of doing it wrong. Even if you're hired to escort someone through a huge cave full of vampires, you can't fail it even by leaving the poor sod to his faith. Return after a year to find out he's still there. Well actually he's immortal, so he can pretty much kill he vamps with his fists if given enough time. But wait? Why does some one like that need protection in the 1st place???

TES2 style: find a quest you're willing to complete. Focus on that particular quest. It usually takes several days, and you have to be actually careful not to waste time. Hint: Teleporting back to quest giver saves many days of travel. Manage to do it before it's too late? Good. Screw it up? Bad. But at least you got experience and loot while trying to do it, and after all, everyone fails occasionally.
Of course this needs tiny improving, but what doesn't.

Some ideas: you would never be sent too far away for minor business. The local guild takes care of local stuff, adn there has to be others doing these kind of jobs, right? So if you're sent to kill rats in a local cellar, you're expected to finish it within hours. The guy has to pay for the service, and the guild can't just leave him hanging can it?
If you're sent to a far away, dangerous location for example to kill some mummy, they might send other people after you if you're unsucceesful within the time limit. So maybe the pay is split? Or if you finish the job, but take more time, it's still done, the beast is dead. You must be rewarded, but maybe the guild master comments you of slacking on the job.
Fetching ingredients and items should be different. Be late, and the quest giver says he got some one else to do it and got what he wanted. Thanks anyway, you can keep the stuff yourself.
But if there's going to be a assassination attemp on some one next night and you're the hired guard, you just GOTTA be there. No argument about that. Failing to show up entirely is traitorous.

In TES4 the very idea of going into a house and kill everyone makes no sense if the people are willing to wait there eternally, if you don't feel like showing up. Well, pretty much the same thing as Kvatch being attacked yesterday. Always yesterday. Great examples how the world rotates around the player, instead of player being a minor part of a funcioning world.


Here's an idea: remove the skill "block." replace it with "shield." Shield blocking is then distinguished from weapon blocking, which would be part of the weapon skill. Does that idea sound good or am I being stupid?

Yes that's a wonderful idea. You found it in my signature? :)
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Chelsea Head
 
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Post » Sat May 28, 2011 6:37 am

I just want more immersion. I want to feel the fear every time i step out of the city at midnight. I want to feel the fear when crawling through the old fort ruin deep in the mountains. I want to feel relief, when i survive next day out in the wildnerness. I want to run for my life every time i see a hungry pack of wolves. I want my hair to stand on my neck when i hear odd sounds coming from the dark corner. This the only very important thing TESV should have. Immersion, depth, perfect story. Beth have done it perfectly in Daggerfall, and they can do it to in the TESV. If they can do it, roleplaying games will be like never before. Beth, please, dont ruin it. Dont forget us, Roleplayers.
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katie TWAVA
 
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Post » Fri May 27, 2011 6:19 pm

I disagree. I noticed it more clearly in DA:O. You just pick every quest you find, cluttering your journal entirelly. None of them seem very urgent to you, and you complete most of them by just stumbling over the people and items. Many times you kill some one, don't even remember who it was and then reading the Quest Done text you know who were you even killing that guy for. They feel completely out of place and unrewarding. Many side quests aren't complete until you've ventured into every one of the important areas, and they really annoy me by cluttering my journal. No matter how urgent the job sounds like, I got all the time in the world. "Darkspawn killing some peasants this very moment you say? I take care of it. Next week."

The problem isn't that bad in TES3-4, but still it makes no sense to me that whatever you're told to do, it can always wait. For as long as you need. Mostly this is because the quest are unfailable these days: the quest clutters your journal until you've done it, and there's no way of doing it wrong. Even if you're hired to escort someone through a huge cave full of vampires, you can't fail it even by leaving the poor sod to his faith. Return after a year to find out he's still there. Well actually he's immortal, so he can pretty much kill he vamps with his fists if given enough time. But wait? Why does some one like that need protection in the 1st place???

TES2 style: find a quest you're willing to complete. Focus on that particular quest. It usually takes several days, and you have to be actually careful not to waste time. Hint: Teleporting back to quest giver saves many days of travel. Manage to do it before it's too late? Good. Screw it up? Bad. But at least you got experience and loot while trying to do it, and after all, everyone fails occasionally.
Of course this needs tiny improving, but what doesn't.

Some ideas: you would never be sent too far away for minor business. The local guild takes care of local stuff, adn there has to be others doing these kind of jobs, right? So if you're sent to kill rats in a local cellar, you're expected to finish it within hours. The guy has to pay for the service, and the guild can't just leave him hanging can it?
If you're sent to a far away, dangerous location for example to kill some mummy, they might send other people after you if you're unsucceesful within the time limit. So maybe the pay is split? Or if you finish the job, but take more time, it's still done, the beast is dead. You must be rewarded, but maybe the guild master comments you of slacking on the job.
Fetching ingredients and items should be different. Be late, and the quest giver says he got some one else to do it and got what he wanted. Thanks anyway, you can keep the stuff yourself.
But if there's going to be a assassination attemp on some one next night and you're the hired guard, you just GOTTA be there. No argument about that. Failing to show up entirely is traitorous.

In TES4 the very idea of going into a house and kill everyone makes no sense if the people are willing to wait there eternally, if you don't feel like showing up. Well, pretty much the same thing as Kvatch being attacked yesterday. Always yesterday. Great examples how the world rotates around the player, instead of player being a minor part of a funcioning world.



Yes that's a wonderful idea. You found it in my signature? :)


The problem can be solved by bringing back time related quests, eg, you are asked to save someone from a troll, you have 3 days to do it, if you don't get there in time the person is dead and you don't get the reward. I'd like to see a thousand or more random quests given by peasants and store owners etc which rely on a time based system, I would also recommend doing away with fast travel in favour of transport companies of varying types (boat, cart, big giant travel bug, mammoth, mage travel) so that there's an aspect of realism in relation to getting to and from your quest targets in the timeframe specified.

While on the subject of travel methods, I'd like to be able to sit on the x (x being the boat, mammoth, etc) and watch as the vehicle takes me across the country and I'd also like the option to skip this so that fast travel fans still get their fast travel, and while sitting on the vehicle and enjoying the ride I'd like to see things happen such as bandits chasing a peasant or attacking your vehicle and you have to fend off the attack and if you do you get the rest of the journey for free if you don't lose the vehicle in the process and get lost in the wilderness.

Getting lost in the wilderness should be possible, I would like to be overwhelmed with the size of the world so that if I am lost somewhere it really matters, being lost in Oblivion meant that I'd walk in one direction for a few minutes and be able to see a city, being lost in Morrowind meant that I'd be travelling for half an hour before I found some sign of civilization, being lost in Daggerfall meant that I'd be looking around for hours before I found something worth seeing, I'd like a return to Daggerfall style lost-ness.

Stephen.

EDIT: getting the rest of the journey for free... As you travel from place to place you are charged by mileage rather than paying a fee when you hire the thing, the further you travel the more you pay. This way if you don't have enough money for the trip you are left by the side of the road somewhere, or dropped at the nearest port.
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Trey Johnson
 
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Post » Sat May 28, 2011 12:20 am

i hope they leave the dungeon to respawn stuff.

i hated that in morrowind some dungeon doest not respawn.


also leave the quest system alone people should not be forced to do someting fast or anyting this is a RPG no a life simulator.
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Greg Cavaliere
 
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