TES V Ideas and Suggestions #153

Post » Sat May 28, 2011 3:53 am

I would like to have the 1st Empire (ruined) Forts back in working order (the way they were apparently used during the 1st empire (founded by St. Alessia herself). I'd also like to meet Pelinal Whitestrake (the 1st Holy Crusader, before he was hacked to pieces by the stupid Alyeids). Also, make your character the Emperor (taking over for Martin Septim), which should be granted by Chancellor Ocato at the end of TES5. Get rid of the Vampirism thing. The whole thing had a glitch in it (with the bloodgrass stuff, which didn't work). Put all the provinces together into one playable enviornment. Include all plug-ins for it for the Playstation 3 users (like me) because the whole not being able to add the plug-ins on my PS3 version of Oblivion svcked! Also, let the main character get married (to none other than the proprietor of the Tiber Septim Hotel (in the Talos Plaza District). Have the Temple District rebuilt to the way it was at the beginning of the game.
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Laura Tempel
 
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Post » Fri May 27, 2011 6:25 pm

Well, now a simple one.

After Morrowind the things I wanted to be improved: Graphics, controls and AI
After Oblivion the things I want to be improved: AI (also including their dialogue and interaction), animations (improve old and add new ones like dual wielding, 1st person falling down, riding, better spells look more powerful) and leveling (scaling, bad attribute effects, efficient leveling)
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Brandi Norton
 
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Post » Sat May 28, 2011 6:56 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.

With current abomination of an economy, it makes no sense to have a shop. You get your living by killing thousands of people, and taking their lunch money, and selling their battered armor and weapons to merchants who have infinite amount of money AND interest for that kind of junk.

As the victims "lunch money" increases mystically when you gain experience, you can get tons of gold by just defending yourself from suicidal maniacs, or "bandits", who jump on your sword anytime of the day.

Sure you get occasional bucks from doing honest work, but usually even that is less than the money you get from aforementioned maniacs DURING your honest work, or "quest".

I think you get my point so I don't have to go any further. I could you know.


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 lower this bar is, the slower the fatigue bar recharges, and the less skill experience you get

Not a new idea here, but first time I hear it should affect the experience gain. I love it! Good thinking. You can't keep studying day and night and continue learning...
Also sleeping, or as I like to say it, resting, needs to be as important part of the game as it was in TES2 and partly in TES3. No more standing around for an hour for full health, you hear me! It's ridiculous how even shooters do this today: duck behind something and you're instantly cured of deadly bullet wounds. So it wouldn't be too challenging for the poor babies... I mean players. BAH! Get a grip of yourselves darn game developers. Who would enjoy that garbage? Take a tiny step further and you're making a friggin' GODMODE-always-on games.
/rant
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BethanyRhain
 
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Post » Sat May 28, 2011 1:18 am

How about a few physiological bars?

One example: core temperature. If you exert yourself too much, especially in hot weather, your body temperature can sky rocket to dangerous levels. Not only are you fatigued, but you risk brain damage (this happens in real life). This type of measurement would make it easy to implement a few basic "survival" mechanics with the environments: heat stroke, hypothermia, fever, etc.

Another example might be food and drink. There could be three modes:
1) disable food & drink necessities
2) implement penalties to skills/attributes for not eating/drinking
3) implement bonuses for eating and drinking, but no penalties for not eating and drinking

Personally, I'd play with something like the 3rd option. I'm not overly into super survival realism, but it might be fun to garner some brief bonuses.

A third example would be walking rate. Factors:
- encumbrance
- terrain (harder to walk in a swamp than on grassland)
- fatigue level
- Speed attribute
- Athletics rank
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RAww DInsaww
 
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Post » Fri May 27, 2011 7:46 pm

i want the ability to become master of all trades whit not exploits and a ability to lock askill for those wo do not want it.(like to be come god like in RPG'S)

i want random loot to stay the same since it give a reason to go back to dungeons or the first time they fixed and after the dungeon is clear it become random.


more farm animals,eggs and milk.
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Shae Munro
 
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Post » Sat May 28, 2011 12:14 am

With current abomination of an economy, it makes no sense to have a shop. You get your living by killing thousands of people, and taking their lunch money, and selling their battered armor and weapons to merchants who have infinite amount of money AND interest for that kind of junk.

As the victims "lunch money" increases mystically when you gain experience, you can get tons of gold by just defending yourself from suicidal maniacs, or "bandits", who jump on your sword anytime of the day.

Sure you get occasional bucks from doing honest work, but usually even that is less than the money you get from aforementioned maniacs DURING your honest work, or "quest".

I think you get my point so I don't have to go any further. I could you know.

It's only an example of how they could make the game more enjoyable and varied. It doesn't have to neccessarily be a shop or even a business at all.
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Stay-C
 
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Post » Fri May 27, 2011 11:36 pm

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.
the dungeon had the same texture(depending on type) but they had different layout ,dungeon games usually have different dungeon types but different layouts its not TES unique ,they will not waste time and money creating 200 different textured dungeons.(in which i agree)
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Rex Help
 
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Post » Sat May 28, 2011 3:44 am

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


If that is the case, than you should be able to re-chose major/minor skills every five levels. If you start out with your character (some people ?like me? only have 1 or two characters per game) as a thief, but your game-style turns out to be more like a warrior, you should be able to change.
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RaeAnne
 
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Post » Fri May 27, 2011 9:33 pm

ENERGY POINTS:
A fit character begins well-rested, well-fed and quenched. But your character tires, becomes hungrier and thirstier through the day and is rejuvenated by rest, food and water. Your energy points (EP) fall more rapidly through exhaustive acts like combat, running and jumping.

-Water: The most important of the three requirements, your character can only go for six hours (in real time) before he begins to make parched noises. Your character can purchase canteens in varying sizes that are filled at lakes, streams and public wells. You may also drink directly from these sources to reached 'quenched' status. The quality of water is important. Dirty water and rotten food may even give the player a disease. Water gives less energy than food or rest, but is freely available all over the world.
-Food: Your character can go for about six hours (in real time) without food before his stomach starts to rumble. Meat spoils sooner than bread and dried food, but also provides more energy. Cooked meat is more appetising than raw meat, but those who eat raw meat regularly begin to extract more energy from it than cooked and dried meats.
-Rest: You character can go about eighteen hours (in real time) before he starts yawning. He can rest pretty much anywhere that isn't intemperate or festering with enemies. You cannot rest for a specific time in TES V. The quality of rest will determine when you wake up and also how much energy you replenish. Sleeping on a hard floor or in a cold climate is not as refreshing as sleeping at an expensive inn. Clothiers will sell you sleeping bags and bedrolls.

Advantages of being...
-Well-rested, well-fed and quenched: XP @ 200%, HP +2 per second
-Two out of three: XP @ 150%, HP +1 per second

Disadvantages of being...
-Jaded: Vision blurs @ 50% distance
-Jaded, hungry and thirsty: XP @ 50%
-Two out of three: XP @ 75%

Food, water and rest do not restore HP, though being fully-fit restores health slowly. It is important then to take potions and spells on long journeys. Your overall EP (out of 100) is a combination of how hungry, thirsty and tired you are, divided by three. So, you can't just sleep it off when you have low energy; you must eat and drink regularly as well. A well-rested character will be able to sleep no more than a full-up character could touch another morsel. If your character is well-fed and quenched and then gets good sleep, he will be fully healed when he wakes up.

It must be stressed the energy system should not intrude on what makes TES fun: exploring limitless fantastic realms. Hunger and thirst will take several hours of real time game play to begin to affect the player and will never kill him. A malnourished player could feasibly not eat, drink or sleep at all, though it would be much tougher to succeed this way because XP earned declines sharply.

Survival & The Environment:
The energy system comes to life when you make the determination to journey the wilds beyond the city walls. Travelling becomes strategic. Sneak up on a bandit in the dark, slip a knife between his ribs, take his sundries and rest at his camp. Plot an active course on your map of which inns to visit en route to your destination. Predict what sort of journey it might be and prepare sufficient food and drink, a sleeping bag and medicine.

Adept travellers will learn to survive on wild fungi, fruit, vegetables, berries and algae (though certain species are poisonous), besides hunting wild animals and fish. Having killed a deer or boar, you can cut off flesh with an edged weapon to take with you, or set up camp and eat in one sitting.

Healing injuries: Even after killing your enemy, he may have inflicted a wound that alerts creatures to blood trails and the scent of blood. You slowly lose HP from a bleeding wound and risk infection if left untreated. Combat this with restoration magic and potions, a first aid kit (comprising sutures and gauze), or even a makeshift natural alternative. Mud from river banks and tree sap can stop bleeding, though neither solution is permanent. It is possible to cauterise wounds by applying heated metal to the wound, though this leaves a scar. There are two ways to heat your sword: ask a blacksmith to do it, or put your weapon into an open fire.

Camp: Your quality of rest will improve if you set up a camp, or invade someone else's. Flint and tinder, available from stones on the ground and trees and grass, are required to start a fire. Mages can also alight tinder with a fire spell. Note it is impossible to set up a fire in rain, snow or gales.

Trees: Using a chopping weapon, harvest wood from tree trunks for use in starting a fire. Smaller branches can be snapped off or cut. High quality wood (e.g. ebony) can be harvested for the creation of shields and for selling to carpenters. Tree sap can be used to glue wounds together similarly to sutures.

Traps: Set up traps to ensnare animals and trackers. Beware traps set up for you! The common trap is a trip wire or net covered with overgrowth.
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Vivien
 
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Post » Sat May 28, 2011 7:37 am

Sorry if my suggestions have been posted already, but I don't want to wade through 152 previous threads, frankly.

ENERGY METER:
A fully-fit character's status will read well-rested, well-fed and quenched. But your character tires, becomes hungrier and thirstier through the day and is rejuvenated by rest, food and water. If your character is well-rested, you won't be able to sleep any more, like how a well-fed character couldn't touch another morsel.

Your overall energy level, out of 100, is a combination of how hungry, thirsty and tired you are. So, you can't just sleep it off when you have low energy. You must eat and drink regularly as well.

The longer you go without these three things, the less effective you are in combat, movement, sight and conversation, until you eventually contract a fever and die. Your energy will fall more rapidly through exhaustive acts like combat, running and jumping. This system means the player has to be a keen survivalist when travelling. Sneak up on a bandit in the dark, slip a knife between his ribs, take his sundries and rest at his camp to survive.

Food, water and rest do not restore HP or MP, so remember to take relevant potions or magic spells with you.

Water: The most important of the three requirements, your character can only go for six hours before he begins to make parched noises. Your character can purchase canteens in varying sizes that are filled at lakes, streams and wells. You may also drink directly from these sources to reached 'quenched' status. The quality of the water will determine how much energy you gain. Poor quality water and rotten food may even give the player a disease. Water gives less energy than food or rest, but is freely available all over the world.

Food: Your character can go for about six hours without food before his stomach starts to rumble. Meat spoils sooner than bread and dried food, but also provides more energy. Cooked meat is more appetising than raw meat.

Rest: You character can go about eighteen hours before he starts yawning. He can rest pretty much anywhere that isn't festering with enemies or intemperate. You cannot rest for a specific amount of time in TES V. The quality of rest will determine when you wake up and also how much energy you replenish. Sleeping on a hard floor is not as refreshing as sleeping at an expensive inn. Clothiers will sell you sleeping bags and bedrolls.

I would hate that, it's okay if people want to roleplay and eat and drink reguarly, but making it absolutely neccessary to survive in the game would be frustrating. Sometimes you have to actually substitute realism for efficiency.
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Kaley X
 
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Post » Sat May 28, 2011 2:09 am

All this realism crap is stupid. If I have to eat, drink, and sleep just to keep my character functional why the hell would I play the game instead of doing those things in real life? If you can't suspend your disbelief because of the worthlessness of food and water or the unbalanced economy then how the hell do you ignore the elves, minotaurs, ogres, trolls, giant mushrooms, gods, cat-people, lizard-people, and extinct dwarves?
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Andrew Tarango
 
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Post » Sat May 28, 2011 7:44 am

those ideas sound pretty incredible, but it would just be really annoying :/ youd always be having to find food and water or whatever and get healed instead of smashing some troll's head in, its just too real for a game. takes the fun out of it
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Heather beauchamp
 
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Post » Sat May 28, 2011 9:14 am

I would hate that, it's okay if people want to roleplay and eat and drink reguarly, but making it absolutely neccessary to survive in the game would be frustrating. Sometimes you have to actually substitute realism for efficiency.


I agree. Although, I think that it could be part of a fast-travel system (You have to chose what Inns you will stay at during the trip, or bring your own food)
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Kerri Lee
 
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Post » Fri May 27, 2011 11:54 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.





when it comes to leveling, you gain experiance in one of three catergorys, stealth, magic, or combat, you gain experiences by killing enemeys using that type of fighting (like fable) one you hit a certain amount in that catergory you get skill points to spend on skills from that catergory
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Sabrina garzotto
 
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Post » Fri May 27, 2011 9:57 pm

when it comes to leveling, you gain experiance in one of three catergorys, stealth, magic, or combat, you gain experiences by killing enemeys using that type of fighting (like fable) one you hit a certain amount in that catergory you get skill points to spend on skills from that catergory


Please no, the leveling system in Fable 2 was a major turn off for me, buying skill isn't my idea of a RPG leveling system.
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lisa nuttall
 
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Post » Fri May 27, 2011 8:37 pm

something i liked from OB was the diveristy of geography,
being able to go to diffrent parts of the province and see the physiacal diffrences.
even if it was limited to snowy mountains, forest, highlands, and swamp,

i would like to see more of that in TES 5 but in a greater capacity,
say make a region that is desert,
make a region that is a maze of towering canyons with waterfalls pouring down,
make tropical islands,
make forests,
make volcanos,
and if we go back to the shiviring islands, make it like avatar (joke)
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Milagros Osorio
 
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Post » Fri May 27, 2011 9:28 pm

something i liked from OB was the diveristy of geography,
being able to go to diffrent parts of the province and see the physiacal diffrences.
even if it was limited to snowy mountains, forest, highlands, and swamp,

i would like to see more of that in TES 5 but in a greater capacity,
say make a region that is desert,
make a region that is a maze of towering canyons with waterfalls pouring down,
make tropical islands,
make forests,
make volcanos,
and if we go back to the shiviring islands, make it like avatar (joke)

Of course the problem with that would be all those things would have to actually be in a country, I doubt there will be much desert, swamp or tropical islands in Skyrim (presuming TES:V is set there). But I understand where you arre coming from, I enjoyed the rich greenery around Skingrad and the picturesque hills and waterfalls north of Chorrol, I would love to see more of that but in greater detail in TES:V.
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Rachel Tyson
 
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Post » Fri May 27, 2011 5:44 pm

All this realism crap is stupid. If I have to eat, drink, and sleep just to keep my character functional why the hell would I play the game instead of doing those things in real life? If you can't suspend your disbelief because of the worthlessness of food and water or the unbalanced economy then how the hell do you ignore the elves, minotaurs, ogres, trolls, giant mushrooms, gods, cat-people, lizard-people, and extinct dwarves?

The reason we want it is because it ADDS to the game. Think about this. You are in the Ashlands in Morrowind. You run around aimlessly for days. You are not starving to death. You are surrounded by ash, lava, death, and disease and you aren't dying yet.

Adding hunger, thirst, heat etc would make it so that one would need to plan for one's adventures. You don't get a quest to go deep into the Jerall Mountains and go in shorts and a shirt. You must bring enough food to stay alive (but the requirements would be pretty lax in the game, making it more of an advantage to eat than a disadvantage to not eat).

The thing is, you must NOT view living requirements as LIVING requirements. "Whoops, forgot my 12 o'clock scone." *drops dead* People in real life can go a very long time without eating, you just start having a harder time doing things. You don't just drop dead.
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helliehexx
 
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Post » Sat May 28, 2011 3:38 am

Of course the problem with that would be all those things would have to actually be in a country, I doubt there will be much desert, swamp or tropical islands in Skyrim (presuming TES:V is set there). But I understand where you arre coming from, I enjoyed the rich greenery around Skingrad and the picturesque hills and waterfalls north of Chorrol, I would love to see more of that but in greater detail in TES:V.


One reason why they should save Summerset for a while longer. It has thousands of micro-climates made by wizard who have owned and shaped the land to their whim, and it needs to be done right.
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Zualett
 
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Post » Sat May 28, 2011 3:45 am

All this realism crap is stupid. If I have to eat, drink, and sleep just to keep my character functional why the hell would I play the game instead of doing those things in real life? If you can't suspend your disbelief because of the worthlessness of food and water or the unbalanced economy then how the hell do you ignore the elves, minotaurs, ogres, trolls, giant mushrooms, gods, cat-people, lizard-people, and extinct dwarves?
i agree i want to play a game not real life.
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AnDres MeZa
 
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Post » Fri May 27, 2011 7:37 pm

All this realism crap is stupid. If I have to eat, drink, and sleep just to keep my character functional why the hell would I play the game instead of doing those things in real life?

That's why I suggested the 'realism' be minimal or optional. I also suggested that instead of penalizing a character for not eating and drinking and whatever, it should just give you a little bonus if you remember to eat and drink - maybe increase Health/fatigue/mana regen, encumbrance, resist disease & poison. Small passive stuff, but no penalties if you don't feel like eating or drinking stuff.


------------

There are diseases in several TES games, and I think they should either be improved upon or scrapped altogether. I remember in NWN, every certain amount of time you roll for fortitude vs. disease/poison (if your character gets hit with one of these effects), and if you succeed three times in a row, the disease/poison effect is removed. I think there should be something like that in TES. Three days of bed-rest should heal my character. If I don't want to wait, I can buy a potion. Of course, some diseases shouldn't be shaken off so easily. There needs to be a balance: diseases have to be something you want to avoid, but they shouldn't be completely crippling if you get one. With a save vs. Disease roll, you could use Endurance, Willpower, and apply any current Resist Disease effects.

Same deal goes with poison. Scrap "poison damage" like in TESIII, and go with Poison being more a scripted sort of thing that can be customized to drain or damage skills, attributes, and/or derived stats, and will need a Cure Poison (or some bed rest) to stop the damage (but not fix it). A save roll, like I outlined for diseases, would include Resist Poison as a factor. Three rolls over ten real-time minutes (or a few in-game hours) would prevent players from bypassing with a "Resist (X) 100% for 1 second."

This isn't so much adding new realism as improving on a few aspects already present in the game.
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FLYBOYLEAK
 
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Post » Sat May 28, 2011 5:48 am

That's why I suggested the 'realism' be minimal or optional.

Interestingly, when I posited this as an option in the past, people decried it as unfeasible, but New Vegas is implementing a mandatory water drinking mode as an optional mode.

Water drinking was also something decried as unfeasible. You can send the cheques this way, Bethesda. B)
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Hazel Sian ogden
 
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Post » Sat May 28, 2011 2:33 am

Interestingly, when I posited this as an option in the past, people decried it as unfeasible, but New Vegas is implementing a mandatory water drinking mode as an optional mode.

Water drinking was also something decried as unfeasible. You can send the cheques this way, Bethesda. B)

The reason I don't want it optional is that it is a slippery slope. First hunger is stupid, next fast travel (or non fast travel) is stupid. You can NOT have a developer make two system for everything just to appease people. In addition, it is sloppy development. You've got to decide on one thing or the other. Being fickle will make nobody happy.
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matt white
 
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Post » Fri May 27, 2011 7:46 pm

The reason I don't want it optional is that it is a slippery slope. First hunger is stupid, next fast travel (or non fast travel) is stupid. You can NOT have a developer make two system for everything just to appease people. In addition, it is sloppy development. You've got to decide on one thing or the other. Being fickle will make nobody happy.


On this, I agree very much so.
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Terry
 
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Post » Sat May 28, 2011 3:39 am

I think eating an sleeping would be good. A good way to spend those thousands on septims on.

Maybe food should give better effect based on its valute, so that "Rat Meat" would be cheap and have a weak effect bot "Roasted Beef" will be bit expensive but with a better effect.
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Samantha Mitchell
 
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