TES V Ideas and Suggestions #153

Post » Fri May 27, 2011 6:41 pm

Make some actual death animations. It's really stupid to see people ragdoll in mid air, and not at all realistic. Especially when they float in the air while they are falling.

When a person is knocked unsconcious, he should fall in a heap like.... a ragdoll. Ofc first we need the ability to knock them out, like backstabbing with a blackjack. Then, even if they've taken a deadly wound, there should be some muscle activity as they go down. And when they're pushed off acliff, they should fall realistically, not in a standing position all the way down. The ragdoll should take effect immediately when they land. (jumping down from that peak in TES4 looked ridiculous)
With death animations and sounds realistic enough, you could actually feel a bit bad for the NPCs. They should beg for mercy, for example.
Then, as a healer of some temple, you would be sent around the places to give first aid to badly wounded/diseased... teaches you some more sympathy.

What Left4Dead did was have pre-done death animations, then when they hit the ground their ragdoll would take over. It made it look very realistic when hordes of zombies start dropping.

Never played, sounds good!
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jenny goodwin
 
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Post » Fri May 27, 2011 5:43 pm

At least include the option to choose how leveling works. I really have grown quite fond of the exp system of Fallout 3. It's spoiled me a bit. It's hard to go back and play Oblivion after having played what I feel to be a more satisfying system of character development, one which doesn't allow a character to become a master of all trades and which rewards careful decisions. It's not necessary to remove the classic Elder Scrolls system of leveling. My request is to perhaps combine the two if possible, and if not, to offer some sort of decision during character setup. Perhaps the person in charge of asking you about your skills and life could make an offhand remark about how "different people learn differently. Are you the type of person who masters a skill through repetition, or does wide travel and life's struggles strengthen you as a person?"


IMO, a level cap would do far from harming the Elder Scrolls. It could completely revitalize the series' game play mechanics. In Morrowind and Oblivion it was possible, through careful exploitation of the game mechanics, to become a character who had mastered all skills and was completely unstoppable. While there is a certain type of entertainment to be had from playing in this way, I'd much prefer that if a character is a Thief, then that character is going to have to sacrifice a bit in the magicka and combat departments to be truly great. (Or a similar statement for any other class). The addition of perks or a similar system of additional bonus statistics or skills could help fill in the weak spots, or further reinforce the character's strengths. Birthsigns could be increased in power to similar effect, and perhaps could actually be more effective when that actual constellation is aligned.
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Gaelle Courant
 
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Post » Sat May 28, 2011 8:59 am

At least include the option to choose how leveling works. I really have grown quite fond of the exp system of Fallout 3. It's spoiled me a bit. It's hard to go back and play Oblivion after having played what I feel to be a more satisfying system of character development, one which doesn't allow a character to become a master of all trades and which rewards careful decisions. It's not necessary to remove the classic Elder Scrolls system of leveling. My request is to perhaps combine the two if possible, and if not, to offer some sort of decision during character setup. Perhaps the person in charge of asking you about your skills and life could make an offhand remark about how "different people learn differently. Are you the type of person who masters a skill through repetition, or does wide travel and life's struggles strengthen you as a person?"


IMO, a level cap would do far from harming the Elder Scrolls. It could completely revitalize the series' game play mechanics. In Morrowind and Oblivion it was possible, through careful exploitation of the game mechanics, to become a character who had mastered all skills and was completely unstoppable. While there is a certain type of entertainment to be had from playing in this way, I'd much prefer that if a character is a Thief, then that character is going to have to sacrifice a bit in the magicka and combat departments to be truly great. (Or a similar statement for any other class). The addition of perks or a similar system of additional bonus statistics or skills could help fill in the weak spots, or further reinforce the character's strengths. Birthsigns could be increased in power to similar effect, and perhaps could actually be more effective when that actual constellation is aligned.


You can become a master of all trades in Fallout 3 much more easily than you can in a TES game. By level 20, it's possible to have several skills at 100, and by level 30, you're pretty much forced to max out all of your skills. In TES, you can't increase a skill unless you use it or get trained. I much prefer the TES system.
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Mr.Broom30
 
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Post » Sat May 28, 2011 8:44 am

You can become a master of all trades in Fallout 3 much more easily than you can in a TES game. By level 20, it's possible to have several skills at 100, and by level 30, you're pretty much forced to max out all of your skills. In TES, you can't increase a skill unless you use it or get trained. I much prefer the TES system.

I concur with this. I also think that organic skill development, at least for as long as you don't abuse it, is always better than generic xp rewards, and is one of the things that make the TES series more realistic and distinct from other rpg games.
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Solène We
 
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Post » Sat May 28, 2011 2:51 am

NPC interaction is something that could be improved on. It seems to me that whenever I'm outside of a city, virtually anyone I meet wants to kill me on sight. Now I'm not saying there should't be some, even many human NPC's that really do just want to kill me instantly, but they should throw in many more neutral and even benevolent NPC's in all sorts of places. Of course your reputation factors in, so if you're already a very evil person then maybe evil NPC's will now be benevolent to you,and that opens up a whole set of quests, and interactions that would never have been known to you if you had stayed really good. If you're good then all the evil aligned NPC's attack and all the neutral and good will speak to you and it'll unlock some different content. Just some ideas that prob have been talked about already.
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Kayla Keizer
 
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Post » Sat May 28, 2011 9:34 am

I concur with this. I also think that organic skill development, at least for as long as you don't abuse it, is always better than generic xp rewards, and is one of the things that make the TES series more realistic and distinct from other rpg games.

Agreed. And skills you don't use much should atrophy over time to their initial levels upon character creation. Use it or lose it.

That'll prevent having godlike characters with 100 ranks in a Misc. skill.

Alternatively, put a cap on non-Major Skills. Major - 100 skill ranks max. Minor - 80 ranks max. Misc - 50 ranks max.
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Ross Thomas
 
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Post » Sat May 28, 2011 5:26 am

Agreed. And skills you don't use much should atrophy over time to their initial levels upon character creation. Use it or lose it.

That'll prevent having godlike characters with 100 ranks in a Misc. skill.

Alternatively, put a cap on non-Major Skills. Major - 100 skill ranks max. Minor - 80 ranks max. Misc - 50 ranks max.


That's a bit too extreme for my tastes. I don't want my, say, Armorer skill to atrophy because I haven't had the need to repair anything for a while.
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Cayal
 
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Post » Sat May 28, 2011 8:42 am

That's a bit too extreme for my tastes. I don't want my, say, Armorer skill to atrophy because I haven't had the need to repair anything for a while.

I was thinking more like: if there has been no increase in the skill progression bar for a month, then you might lose 1 rank. Admittedly, that's not very extreme, and it would be easy to prevent skill loss. :shrug: Maybe it needs to be more specific, I dunno. Or, maybe you only atrophy in Misc. skills, not Major or Minor. If you haven't increased in skill rank for a Misc skill in over a month, then you loose your progress.

But, I kind of like the other method I thought of, where you can't raise your Mic and Minor skills past a certain rank that is less than 100. I think that - especially if there are skill perks again - would really make your choice for Major and Minor skills all that more important. For instance, now you might be more inclined to take Acrobatics as a Major skill in order to get the higher-level perks, as opposed to dumping at a Misc. and just jumping everywhere to raise it to 100 (which I've done in TESIII all the time).
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Bones47
 
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Post » Fri May 27, 2011 7:54 pm

I was thinking more like: if there has been no increase in the skill progression bar for a month, then you might lose 1 rank. Admittedly, that's not very extreme, and it would be easy to prevent skill loss. :shrug:

I guess that could work, though once a skill reaches 100 it shouldn't atrophy, because it would be a pain to constantly falter between 99 and 100. But yeah, once every in-game month would work.

Maybe it needs to be more specific, I dunno. Or, maybe you only atrophy in Misc. skills, not Major or Minor. If you haven't increased in skill rank for a Misc skill in over a month, then you loose your progress.


That would be best imo. Losing points in a misc skill makes sense considering you were never really interested in it in the first place. If I increased my sneak skill 1 point by sneaking around for a while, but never did it again, it makes sense that the skill would fall back down to it's original level eventually.

But, I kind of like the other method I thought of, where you can't raise your Mic and Minor skills past a certain rank that is less than 100. I think that - especially if there are skill perks again - would really make your choice for Major and Minor skills all that more important. For instance, now you might be more inclined to take Acrobatics as a Major skill in order to get the higher-level perks, as opposed to dumping at a Misc. and just jumping everywhere to raise it to 100 (which I've done in TESIII all the time).


That's a good idea, it would certainly make choosing the right major and minor skills more difficult.
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Alexis Acevedo
 
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Post » Sat May 28, 2011 1:58 am

My idea is that every skill can be brought to 100 but 100 is not the BEST you can get, that's more around 150. All skills up to 100 remain permanent, those over 100 can drop again (TO 100 but not lower) if you don't use them.
This basically means you can reach "experienced" in every field which is realistic but only be "master" in a few you really dedicate yourself to.
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Czar Kahchi
 
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Post » Sat May 28, 2011 3:26 am

This, maybe you could make this as a mini-game and gain xp from it, Mercantile, Armorer, Alchemy and so on.

I agree this would work well as a minigame
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Natasha Callaghan
 
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Post » Sat May 28, 2011 1:53 am

We need less minigames, not more of them.
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remi lasisi
 
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Post » Sat May 28, 2011 7:12 am

I would really love to see either an online feature, or for it to be a full blown MMORPG experience (I wouldn't see daylight again if they did that, haha).

There are a few other things I'd like to see: Improved AI, Improved money system, maybe enchanting apparatuses to take on the go (like alchemy stuff), adding a couple more playable races (Dwarves and Dremoras anyone?), and maybe add some good old guns like muskets.

Anyone agree?
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Johnny
 
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Post » Sat May 28, 2011 4:16 am

We need less minigames, not more of them.

A problem with those "minigames" is that they just don't feel tied into the game or just too gimmicky. I mean why do you have to play bejeweld to hack a door?

A lot of the in game "actions" could be designed far better so it actually FEELS like you do the thing you're supposed to be doing. For example, speechcraft include actually choosing answers instead of just wheel wedge clicking or lockpicking can easily be done in real time.
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Euan
 
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Post » Sat May 28, 2011 3:00 am

Perhaps you could own a shop, decide which stock you can sell, and get a steady income and hire someone to run the shop as you are a busy person. Just an idea.

I'd just like to see more variation in what land you can purchase, buying these generic houses were a bit boring, having more emphasis on business and politics would be a great improvement.
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Nomee
 
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Post » Sat May 28, 2011 4:58 am

Perhaps you could own a shop, decide which stock you can sell, and get a steady income and hire someone to run the shop as you are a busy person. Just an idea.

I'd just like to see more variation in what land you can purchase, buying these generic houses were a bit boring, having more emphasis on business and politics would be a great improvement.

Agreed, you should be able to do a lot more than just be the "go around and kill everything" hero.
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Emily Jones
 
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Post » Sat May 28, 2011 3:23 am

I like the idea of being a courier or running a caravan that you have to protect.

Other non-combat guilds/activities:
- archeology
- alchemy (pick these flowers! Make a poison! Turn Scrib crap into Gold!)
- fishing
- hunting
- extortion, money laundering
- smuggling
- being an arbiter/diplomat in NPC disputes
- teaming up with an NPC merchant to get supplies for them
- cartography/map-making
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Casey
 
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Post » Fri May 27, 2011 11:48 pm

I think that TES need more stuff for the player to do besides comepleting quests. I'm talking about gambling with people at taverns, having a markman content once in a while or a fight would be good. I also liked in Morrowind that you could find notes of dead adventurers in tombs and ruins. More "hidden" quests and stuff to do that are not written in the journal could be good.
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Georgia Fullalove
 
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Post » Sat May 28, 2011 4:08 am

Personally, I'd like TES5 to be TES4+FCOM without the crashes, quicksave issues, stutter, memory overflows, incompatibilities, etc, which are all prevelant in big mods.

You hear me Bethesda? I want the -perfect- game, if it doesn't have something I wanted, I will demand my money back, hurr!

Jokes aside, I'd like TES5 to be even more modable than the sequal. Or, if they could do awesome updates to the GameByro engine, 5x to the extent of what they did for Fallout 3, I would be happy.
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Megan Stabler
 
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Post » Sat May 28, 2011 1:17 am

More voices for NPCs if they must go with voiced dialogue. Fallout 3 fixed this pretty well, so I do have confidence.
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Mariana
 
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Post » Sat May 28, 2011 1:07 am

There is a whole lot that we want in TESV, but we should focus on the things that TESV must have because chances are we wont ever get all we want.

1. Fixing the leveling system is a must.
2. Real Lighting is a must.(neither of the prequels have had this.) For example, I don't want it to look like its morning inside when its really nighttime.
3. More Guilds.
4. More voices.
5. Fix the fast Travel. It ruins the point of exploration. Morrowind had it right, but I would like to see them improve on it.
6. More combat moves. The combat in OB was good, but more moves adds to the quantity.
7. Unique combat animations\moves for each race.
8. The NPC's need to look more different. Did anybody notice how in OB all the Imperials and Bretons looked like they were one big family?
9. Uniqueness as far as land and dungeons go. I like the traps in OB, but all the dungeons looked a like.
10. A Main quest that isn't repetitive. I could never get into the Morrowind MQ; I thought it was boring. I like the OB MQ, but it got too repetitive; its a shame because it had potential.
11. More choices within quest.

I was happy about all the optional quest in both games; I thought they were fun. With better Technology more things are possible, so I expect them to continue to improve in that area. The AI and Graphics are all expected to be obvious improvements as well.

Perhaps some of these above are just some things I want and not necessarily what TESV must have. Feel free to argue with me here and add your own input. We should come up with a list of what we believe TESV must have.
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Juanita Hernandez
 
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Post » Sat May 28, 2011 5:14 am

Something else I would like to see is different fighting schools or styles for different weapons. I never liked the fact that your character swings a katana the same as they do a broad sword. And not all two handed weapons have to be so clumsily welded. It would be neat if you could master one school of sword play and then move on to a new style later. It could be represented by different moves or animations when your character attacked their enemy.
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jeremey wisor
 
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Post » Sat May 28, 2011 6:50 am

I would really love to see either an online feature, or for it to be a full blown MMORPG experience (I wouldn't see daylight again if they did that, haha).

There are a few other things I'd like to see: Improved AI, Improved money system, maybe enchanting apparatuses to take on the go (like alchemy stuff), adding a couple more playable races (Dwarves and Dremoras anyone?), and maybe add some good old guns like muskets.

Anyone agree?


Zenimax Studios (or whatever they're called) are maybe making a MMO.
Nah, I don't think we need more races, anyways, aren't Dwarves extinct? Also Dremora are Daedra, so that wouldn't work.
I agree with you that we need technological advances, but maybe not guns. I mean would you need muskets if you already have magic?
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Ilona Neumann
 
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Post » Sat May 28, 2011 7:29 am

Agreed. And skills you don't use much should atrophy over time to their initial levels upon character creation. Use it or lose it.

That'll prevent having godlike characters with 100 ranks in a Misc. skill.

Alternatively, put a cap on non-Major Skills. Major - 100 skill ranks max. Minor - 80 ranks max. Misc - 50 ranks max.


Okay I like it. Your idea is better than mine.

Still wouldn't mind seeing the option of an exp system though.
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Fluffer
 
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Post » Sat May 28, 2011 12:26 am

I just thought of an interesting idea for fatigue.

Previous TES games had one value for fatigue, and each game handled it differently. In Morrowind, fatigue decreased with simple running, and in Oblivion, it did not.

My suggestion is to add a second value to fatigue. One is the traditional fatigue bar, and the other is a more long-term fatigue bar, we'll call it "exhaustion."

The traditional fatigue bar works as it always has, decreasing with action and slowly recharging with non-action. The lower it is, the less damage you do, the more chance of failure, etc.

The "exhaustion" bar slowly decreases all the time, over the course of a game day. The lower this bar is, the slower the fatigue bar recharges, and the less skill experience you get. Physically exerting yourself makes the exhaustion bar decrease a little faster. The only way to bring this bar up to max is to sleep, and a full sleep is required. If it takes 8 hours of sleep to fully recharge, then sleeping for 4 hours will only fill it half way.

Having a low exhaustion bar will not inflict any skill penalties of any sort. The only negative effects you receive from being exhausted are a slower fatigue recharge, and lessened experience gain. Maybe an decreased disease resistance.
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Chantelle Walker
 
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