TES V Ideas and Suggestions #154

Post » Sat May 28, 2011 3:19 am

I really want my suggestions to become a dialouge string for M'aiq the Liar. :whisper:

Made my day.

I don't want the main quest for vampires to be to find a cure...

You're right. Finding a cure is too stale, and I know stale things.

Maybe instead you can either join them (and feed with them), or destroy them.
And one way to destroy them could be by poisoning them with the cure!

I don't know, didn't think the idea through that much, but there are alot of possibilities

Example:
http://s25.photobucket.com/albums/c64/Joseph_1594/?action=view¤t=Expansions.jpg&newest=1

The area in red could be possible expansions for an example.

It would work really well for other possible land destinations also.

YES!

Hell, I want boss-worthy characters in general. There's hardly a single character in Morrowind or Oblivion that I'd call boss worthy, they just have a bigger health bar... no weak spots, no secret weaknesses to exploit, no mechanisms to put try and put into place before they kill you (this was slightly remedied in KotN where you had to disable the orb before the Aurorans would stay dead, but they weren't technically the boss), and nothing really special about them apart from that they hit harder and take longer to kill. TES bosses svck.

EVEN MORE YES!
Random idea.
What if you could shoot chandeliers out of the ceiling and then hit people.
Or what about just shoot the ceiling, and small rocks will land on them (great for traps!)

Maybe, I don't know, it might not work out.
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Fri May 27, 2011 8:56 pm

Definitely, more bodies would really help players make better characters. Maybe each body type could have advantages and disadvantages...

What I'd like is if they had a bunch of different presets for faces, so then you could find one that's close to the one you want, and then change it, but they were all possible to create with the "starting" face. So basically, more freedoms with the sliders maybe? Instead of being bound to have a face that looks just like everybody else's. I understand if they had some restraints so that players look like they belong to the race, but honestly it's really hard to differentiate all of the people in Oblivion without making them look disgusting. Then again, in Fallout 3 they did that pretty well, so maybe I'm worrying for nothing...

But I liked face-creating, I just wish I could have done it even better.


I don't think having different body types have advantages and disadvantages is really a good idea; although it would make sense, I don't want to feel like my appearance affects my performance.

There should also be a slider for muscle tone, as well as having lean and medium and bully body types.

Fully customizable presets would be great for those who are too lazy or just not good at face creating, and it would be nice to have a good starting point, as long as I can make any face from that starting point. I thought Fallout 3 did it terribly; the presets were bad, and then you couldn't really alter your face from the preset that much.
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Sat May 28, 2011 7:34 am

I don't want the main quest for vampires to be to find a cure

:foodndrink: I wholeheartedly agree. There should be quests for vampires and werewolves the same length and depth as any other guild faction's quests.
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Fri May 27, 2011 11:17 pm

When I first started Fallout 3, I liked the fact that the Capitol Building and Washington Monument were visible the first time you exited the Vault, and were essentially always visible in the game. It helped make the player look forward to something in the wasteland. I'd like if TESV had something like that as well. Maybe it could be one of Skyrim's huge mountains, or maybe the Labyrinthian. Either way it would be nice to see.
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Fri May 27, 2011 6:29 pm

  • Please pay attention to culture, and the interactions between cultures. I really miss this from Morrowind. One way this can be done is to make a lot of the dialogue for each of the races different. Orcs, for example will speak more gruffly and some of them speak with fragmented sentences. Not all Orcs speak like this though.

User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Sat May 28, 2011 7:14 am

When I first started Fallout 3, I liked the fact that the Capitol Building and Washington Monument were visible the first time you exited the Vault, and were essentially always visible in the game. It helped make the player look forward to something in the wasteland. I'd like if TESV had something like that as well. Maybe it could be one of Skyrim's huge mountains, or maybe the Labyrinthian. Either way it would be nice to see.


White/Gold tower? The only problem is that I've never been able to go inside it.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Sat May 28, 2011 9:56 am

  • Please pay attention to culture, and the interactions between cultures. I really miss this from Morrowind. One way this can be done is to make a lot of the dialogue for each of the races different. Orcs, for example will speak more gruffly and some of them speak with fragmented sentences. Not all Orcs speak like this though.


Cultural diversity would be great in TESV. In OB, the only difference in races was they sometimes had different things to say about their homeland. This needs to be taken several steps farther. There should be at least 2 or 3 voice actors per race. They need to have different voices, but also different dialects. Some orca would appear well-educated, others would barely be able to string a sentence together. A Skyrim native should have a different accent and use a different vocabulary than a Skyrim immigrant.

There should also be some more meaningful racism. Having all Argonians tell you how smelly cat people are isn't really enough. There needs to be little wars between other races; Dunmer should be especially intolerant of Imperials, or Altmer should hate Bosmer, or whatever. Shop keepers of a certain race or culture should refuse to barter with certain other races and cultures. Certain corrupt guards should refuse to help certain races if they are having a crime committed against them.

Make different races come alive..

*there should be exceptions to every race; not every Argonian should hate every Khajiit.
User avatar
Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Fri May 27, 2011 11:57 pm

[quote name='stale56' date='Feb 18 2010, 05:32 PM' post='15676117']
Made my day.


Thank you!!!!
User avatar
Gemma Woods Illustration
 
Posts: 3356
Joined: Sun Jun 18, 2006 8:48 pm

Post » Fri May 27, 2011 11:43 pm

I'd like to see some of the good things from Fallout 3 in TESV:

- Facial editor AFTER initial character creation
In Fallout 3, you can edit your character's facial options after initial character creation, this could easily be applied to TESV, it could be a powerful mage who can alter people's faces.

- Change hairstyle after initial character creation
Like above, Fallout 3 has a few NPCs who can edit your character's hairstyle, it never made sense to me that there aren't barbers in Tamriel.

- Less essential characters (or none but with a "warning" message, like in Morrowind)

- No more heavy level scaling
Fallout 3 has much less level scaling compared to Oblivion, raiders at level 30 have the same damage resistance on thier armour as level 3, only weapons are upgraded, and it isn't very much.

Some other things that I'd like that need to change from Fallout 3 and TESIV:

- No Hollywood voice actor who has less than 30 minutes of dialogue

- Release the DLC on PS3 at the same time as PC and 360, please.
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Sat May 28, 2011 6:37 am

I'd like to see some of the good things from Fallout 3 in TESV:

- Facial editor AFTER initial character creation
In Fallout 3, you can edit your character's facial options after initial character creation, this could easily be applied to TESV, it could be a powerful mage who can alter people's faces.

- Change hairstyle after initial character creation
Like above, Fallout 3 has a few NPCs who can edit your character's hairstyle, it never made sense to me that there aren't barbers in Tamriel.

- Less essential characters (or none but with a "warning" message, like in Morrowind)

- No more heavy level scaling
Fallout 3 has much less level scaling compared to Oblivion, raiders at level 30 have the same damage resistance on thier armour as level 3, only weapons are upgraded, and it isn't very much.

Some other things that I'd like that need to change from Fallout 3 and TESIV:

- No Hollywood voice actor who has less than 30 minutes of dialogue

- Release the DLC on PS3 at the same time as PC and 360, please.


For the DLC part, I would also like to add this sentence:

Also, have the DLC actually work properly for the PS3.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Sat May 28, 2011 9:42 am

For the DLC part, I would also like to add this sentence:

Also, have the DLC actually work properly for the PS3.



'Work Properly'? There wasn't any DLC at all, Dammit!
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Sat May 28, 2011 6:22 am

Do anyone remeber that we discussed about clothes in TES:V and someone posted a video on cape animation? I really want to see that video again, any of you got a link?
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Sat May 28, 2011 2:21 am

Wow, I have a heck of a lot to I could write here concerning the Melee combat! But my biggest gripe in video games is that there are dozens of attacks and only ONE block.

In reality there are almost as many types of blocks and parries as there are attacks.
And with that variety of counter moves comes just as many layers of strategy as are with the various attacks you see in games.


A few examples of these categories are:

? Binding
? Force Deflection (Tes "kinda" does this by reducing damage on a block)
? Center Line Blocking
? Blocking Geometry
? Basic Parry (This is what you ONLY see in most games)
? Interception Parry
? Impedance Parry
? Attack Parry

I have written a book documenting my 30 years of research encompassing the physics and psychology of Western European style Melee combat. More than 50 percent of the data in that book could be applied (creatively) to today's video games.

See here:

http://www.spookyfx.com/book/tromp.html

I would be honored if Beth hired me as a consultant even if I was only paid $1 for my services. But assuming that pipe dream will not happen I do offer this:

If I could wave a magic wand that would change the melee combat in the video game industry I would have them move away from canned events or random dice events and use physics based results in combat.

Or at least give modders more tools to do this kind of thing. Such as commands to detect when one model colloids with another. (ReferenceObject.GetHasEncountered ReferenceObject would tell us when a sword model touched a shield model). Or commands to cause more physics events in the game such as push command that can be target to parts of the body skeleton instead of just the center mass. The same way that arrows do when the NPC dies to an arrow hit.

I try very hard to keep physics a fundamental mechanic in my mods so that intuitive, immersive tactics can be used even if I do not know about them myself!

For example I have a mod that detects when the player backs up onto something that could trip them and maybe make them fall rather than use dice rolls for a "random backwards trip event". You still use the PC skills and attributes along with movement speed to calculate how sever the trip is (was it just a stumble or a full collapse to the ground). But game world obstacles such as stairs, large rocks, steep inclines, chairs, and dead bodies are what trigger the event. I am no super 31337 master of scripting , I just developed a simple, creative universal method based on the games existing physics. So I know the Dev (the real experts) could do this easily if they choose to.

In this way a player can learn to use immersive tactics to help avoid tripping while running backwards such as circling instead of running straight backwards.

I really wish ALL game dev would do this (physics based results) instead of canned or random dice results; this practice would create AWESOME combat games!
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Fri May 27, 2011 7:03 pm

GENERAL LEVELLING:
The level system in the Elder Scrolls is needlessly bloated. You have an overall level, then main attributes that govern unique skills and those skills have levels of their own.

My system puts skills at the top of the tree and the practice of those skills improve your strength, speed, stamina and MP. Mental attributes like intelligence and willpower seem redundant to me. The so-called intelligence of the character should be a direct reflection of the player and the choices he or she makes.

A personality attribute, for example, is socially illogical. You walk the streets of the Imperial City at the start of the game, for everyone to scowl at you when you speak to them. Is it my cologne? Even store owners who want my patronage look at me like I am something they found on the bottom of their shoe.

Man in the street, besides initial distrust of a stranger, would neither like nor dislike you, unless he has a naturally benevolent or cantankerous soul. How well-liked you are should stem from speechcraft, your noble (or vile) deeds and the way you are known to treat people.

Don't get me started on Luck... How can it be luck if you can control it?

Your character now has three physical attributes: Strength, Speed and Stamina. Strength and speed work as a balance that shifts back and forth depending on how you play the game. The strength-speed balance is initially determined at the character creation screen. Orcs and Nords start strong, but slow. Bosmer are nimble, but weak. It is possible to achieve an optimal balance of 8-7 in favour of one or t'other, but reaching 9 for strength would reduce speed to 6.

Strength: Become more powerful by swinging heavy weapons, wearing heavy armour, and carrying heavy loads. The benefits of high strength include better encumbrance and faster strikes with two-handed weapons. A powerful character with a high blunt skill will be able to shatter an enemy shield and the arm behind it. Similarly, a combination of strength and sword skill will see heavy swords cut right through certain shields. A strong character will become visibly beefier.

Speed: Sprinting and fast swimming improve one's speed. Jogging doesn't improve your speed but does slowly improve stamina. The obvious benefit of being quick is to catch up to or run away from something, and nimbleness in combat, affording more opportunity to evade enemy strikes.

Stamina: Improves with jogging, sprinting, swimming, combat, wearing heavy armour, carrying heavy loads, climbing, jumping and smithing. Characters with low stamina lose fatigue points quicker and expose themselves to a fatal blow in combat. Fit characters will be able to flee from enemies without slowing for breath.
By being sedentary and restricting yourself to a city life, your stamina drops. This means a city dweller can't just wander off in the wilds and expect an easy time of things.

It should be stressed that only physical attributes, and not skills, are reduced by inactivity or balance. If we must insist on an overall level for one's character, have it as the combined average for all your skills.

Major / Minor skills: It was too easy in ESIV to become proficient in every skill. You may well have started as a mage, but given a hundred hours of game play, you had become equally adept with a sword, axe, heavy armour and a silver tongue. It should be difficult to achieve much higher than level 50 in minor skills without training. Though shoehorning your character into a class, it enhances replay value and adds authenticity to your character. A limited character is a more interesting character.
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Sat May 28, 2011 6:51 am

I don't consider the skills/attributes system "bloated" at all. It certainly beats cutting out content and "streamlining" by giving you less. Some of the information might do better in the background, rather than having the numbers constantly in your face as a reminder: you set them at character creation and they just "exist" and occasionally update, unseen by the player.

Something like Personality shouldn't so much affect initial reaction as cause a gradual increase (or decrease) in disposition with each conversation. Clothing and factional affiliations should have more of an impact on an NPCs initial reaction to you, and their expectations of who and what you are. I liked the IDEA of Speechcraft in Morrowind, rather than an annoying mini-game in OB that had nothing to do with "speech", but it became a quick and cheap way to bump an NPC's disposition to high values right away. Making it so that it took time and several encounters to significantly affect Disposition in a positive manner, outside of specific dialog choices that would do so (with other costs or consequences), would be far more "natural". The same should go for Mercantile skill, where you would gradually get on the "good side" of a merchant over time by repeat business. Walking in as a stranger, you'd pay "standard" price, or at least close to it, with a little haggling to tweak the numbers by only a bit. Second visit, or by the tenth transaction, you'd have a shade more leeway, and so on.

As for becoming proficient in every skill, it should be POSSIBLE, but increasingly difficult to raise those skills which you didn't choose as your character's "strengths". The MW mod GCD got it mostly right, where you're not shoehorned into the stereotypical fantasy "fighter/mage/thief" classes, but your initial choices do affect how easily you can improve at those skills and attributes. "Jack of all Trades" characters should be fine to play, "Master of all" should be difficult to do in the extreme.
User avatar
GPMG
 
Posts: 3507
Joined: Sat Sep 15, 2007 10:55 am

Post » Sat May 28, 2011 1:50 am

Please don't use the same voice actors for more than one race. It'll add more diversity to the races by having different voice actors for each race. It'd also be nice to have multiple voices for each race.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Sat May 28, 2011 2:22 am

Please don't use the same voice actors for more than one race. It'll add more diversity to the races by having different voice actors for each race. It'd also be nice to have multiple voices for each race.

What if we could choose from a few voices for our characters? I think that'd be fun too...
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Sat May 28, 2011 5:53 am

What if we could choose from a few voices for our characters? I think that'd be fun too...

In my opinion, no. Like ThatOneGuy and others who stated this already, putting words and voice into our characters kills the imagination we use for our characters. It limits our character's personality.
User avatar
HARDHEAD
 
Posts: 3499
Joined: Sun Aug 19, 2007 5:49 am

Post » Sat May 28, 2011 1:24 am

What if we could choose from a few voices for our characters? I think that'd be fun too...

In a hypothetical, I think it would be fun. By hypothetical, I mean a scenario where I can make an authentic voice with voice gen, just like I can make a face in face gen.

I remember Might and Magic, the first, had a list of voices to choose from. That didn't kill immersion, after all they only ever grunted. They never actually spoke.
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Sat May 28, 2011 3:02 am

In my opinion, no. Like ThatOneGuy and others who stated this already, putting words and voice into our characters kills the imagination we use for our characters. It limits our character's personality.


Well, each race had certain noises they would make when hit in oblivion, if you fall from a height, you get this silly fairy voice if you're an altmer male, you get a gruff voice as a dunmer female, etc. If you could choose the sound your 'argh' makes at the beginning so you don't have to put up with stock standard I'd be happier about it.

Stephen.
User avatar
CHARLODDE
 
Posts: 3408
Joined: Mon Apr 23, 2007 5:33 pm

Post » Fri May 27, 2011 11:48 pm

Well, each race had certain noises they would make when hit in oblivion, if you fall from a height, you get this silly fairy voice if you're an altmer male, you get a gruff voice as a dunmer female, etc. If you could choose the sound your 'argh' makes at the beginning so you don't have to put up with stock standard I'd be happier about it.

Stephen.

Yeah, that's what I was talking about. Not actual words and sentences, just different noises.
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Sat May 28, 2011 5:46 am

Well, each race had certain noises they would make when hit in oblivion, if you fall from a height, you get this silly fairy voice if you're an altmer male, you get a gruff voice as a dunmer female, etc. If you could choose the sound your 'argh' makes at the beginning so you don't have to put up with stock standard I'd be happier about it.

Stephen.

Orcs and Nords have the same voices. All elves have the same voices. Just a couple examples... These are examples of how ESV needs to have more voice diversity anyway.
User avatar
Michelle Serenity Boss
 
Posts: 3341
Joined: Tue Oct 17, 2006 10:49 am

Post » Sat May 28, 2011 10:02 am

Yeah, that's what I was talking about. Not actual words and sentences, just different noises.


Like swinging a sword? Yep, that would be OK. I read somewhere (UESP :P) That when you join Mythic Dawn your power attack has a shout (Dagon take your soul or summin) And when you get hit below a certain point. (Paradise awaits!) This would be cool, except for different factions. Not the majors, just stuff like... your first strike on a vampire- 'For the Order'! And power attacking mythic dawns- This one's from the Emperor!- Etc.
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Sat May 28, 2011 9:57 am

I remember an interview saying that Morrowind took a lot of inspiration from various movies...Conan the Barbarian, Gladiator, etc...this type of influence can positively affect which weapons are made in the game, how characters look and act, even what kind of quests take place.

I think Bethesda needs to have a company wide movie day...my suggestions: Kingdom of Heaven, 13th Warrior, Ong Bak (2), man...I know there's so many others.
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Fri May 27, 2011 6:37 pm

I think the more voices they put into the game the less immersive it gets. I still like the old games where you read what you had read and you wind up making up the voices yourself as you read them. I don't want to hear my character's voice unless they do Battlespire/Redguard type game where your character already exists.
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

PreviousNext

Return to The Elder Scrolls Series Discussion