TES V Ideas and Suggestions #156

Post » Sat May 28, 2011 1:56 am

Maybe have entire side quest lines based around it! It could be like shawshank redemtion or something!

TES V: Shawshiv.
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Lori Joe
 
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Post » Fri May 27, 2011 9:44 pm

TES V: Shawshiv.


Random strip search minigames \o/
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Kelvin
 
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Post » Fri May 27, 2011 11:53 pm

I'll like a more "epic" trailer when it's announced. Now, stop foaming at the mouth, I don't want lots of fighting and blood or anything like that, in fact I want the opposite.

Look at Fallout 3's teaser trailer. When it pulls away from the bus, I get goosebumps. I still do, despite seeing that a billion times already. The same thing happens in Oblivion's trailer when it pulls away from White Gold Tower. But the rest of Oblivion's trailer is sort of meh. A bunch of fighting, a bunch of looks at locations. I want less of a focus on fighting and more on making the player say "wow." The fighting just seems like filler.

If Bethesda knows how to do anything well in their trailers, it's how to make an amazing pull-back scene, where the camera focuses on one thing then zooms out to show the player the game world. Focus on that the most with TESV's trailer.

Here's an example. TES V: Skyrim's trailer starts, and the narrative plays. As the narrative finishes, a bloody sword laying in a pile of snow comes into focus. Snow starts to cover the sword, and the camera slowly pulls back. We see the sword, then the peak of the mountain it's on, then a huge mountain range. The speed picks up, and the camera passes villages, horse-drawn carriages, people conversing. We see frozen lakes, forests, valleys. The speed picks up even more, until a huge city comes into view, the city of Solitude. The camera stops at the coast. We're given a few seconds to look at the view. We see the amazing city of Solitude, the waves crashing against the shore, fishing boats, NPCs walking around, and then the screen goes black and we get information on the release date and release platforms.

That would be a truly epic trailer, imo.
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No Name
 
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Post » Sat May 28, 2011 1:37 am

And then a freaking dragon flies into the camera, sending it hurtling down to the ground, covered in flames.
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Jordan Fletcher
 
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Post » Sat May 28, 2011 4:30 am

And then a freaking dragon flies into the camera, sending it hurtling down to the ground, covered in flames.


Like I said, I'd prefer less flashy violence and more dramatic scenery. A dragon, of all things, flying into the camera is a bit much.
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roxanna matoorah
 
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Post » Sat May 28, 2011 1:44 am

Dungeons

2 things.

First I want to be captured by random madmen/women and placed in their dungeons, there should be several styles of dungeons depending on culture race and location.

Second, I want to be able to buy build and own my own dungeon/s and capture random people to populate it, and offer some of my prisoners a job as a torturer and torturers assistant.

I want to build one of those musical torture instruments as seen in 'The Adventures of Baron Munchausen' and 'Yellowbeard', and I want to cart that thing into the center of a town and play it.

Stephen.
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D LOpez
 
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Post » Fri May 27, 2011 6:54 pm

Dungeons

2 things.

First I want to be captured by random madmen/women and placed in their dungeons, there should be several styles of dungeons depending on culture race and location.

Second, I want to be able to buy build and own my own dungeon/s and capture random people to populate it, and offer some of my prisoners a job as a torturer and torturers assistant.

I want to build one of those musical torture instruments as seen in 'The Adventures of Baron Munchausen' and 'Yellowbeard', and I want to cart that thing into the center of a town and play it.

Stephen.



I get the whole dungeon kidnapping thing, but torture musical? I thought musical was torture by itself!!
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brian adkins
 
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Post » Sat May 28, 2011 10:34 am

I get the whole dungeon kidnapping thing, but torture musical? I thought musical was torture by itself!!


not a torture musical, a musical instrument that is also a torture device. there is a cage with 5 people in it, there are spikes and flame and ice outlets, by pressing various buttons or keys on a keyboard the spikes and ice and flame are deployed at key locations in order to make the prisoners scream at certain pitches, this can then be played to produce a kind of music, of course you can only play it for so long before you need new prisoners.

Stephen.
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Klaire
 
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Post » Sat May 28, 2011 12:17 am

not a torture musical, a musical instrument that is also a torture device. there is a cage with 5 people in it, there are spikes and flame and ice outlets, by pressing various buttons or keys on a keyboard the spikes and ice and flame are deployed at key locations in order to make the prisoners scream at certain pitches, this can then be played to produce a kind of music, of course you can only play it for so long before you need new prisoners.

Stephen.


Don't get me wrong, many people find torturing......amusing, but I think it is a bit in the crazy direction.
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sunny lovett
 
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Post » Sat May 28, 2011 7:17 am

Crazy indeed but it would be interesting for a sick phycopathic sadist such as one of my characters...
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Amy Masters
 
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Post » Fri May 27, 2011 11:49 pm

Thats excacly what they did with the dwemer ruins in Morrowind, and what oblivion failed at. :sadvaultboy:

Yes they did fail at it hopefuly TESV corrects this problem of having considerably more interesting and unique items than oblivion,here is to hoping...
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Mason Nevitt
 
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Post » Sat May 28, 2011 4:24 am

...problem of having considerably more interesting and unique items than oblivion...


I never found the variety of items in Oblivion to be unsatisfying. However, I did find the variety of dungeons to be very much so. I think what would most greatly improve the series is less focus on inventory and loot actually. Meticulous treasure hunting really bogs down the gameplay and also makes the action less fluid to the point that feelings of fear and tension go right out the window.
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R.I.P
 
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Post » Sat May 28, 2011 5:58 am

I was thinking about the spell research system and how I'd like that improved.(mainly make things like power and duration maxes be determined by spell type) and thought they should have martial research powers. Basically like spells people should be able to learn special moves with there weapons. Stunning moves, bleeding moves, disarms etc., have these moves cost a big chunk of fatigue in order to do, maybe give a fatigue cost break if the move can only be done as a sneak attack, increase the fatigue for ranged attacks. Then let players research there own moves, so you could come up with a move that caused 5Pts of bleeding damage every second for 5 seconds, usable at range(bows, spears etc) but only as a sneak attack.
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liz barnes
 
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Post » Fri May 27, 2011 9:45 pm

if I am to be a bard please let me play musical instruments and sing. also I want to be able to craft my own musical instruments, the higher my skill the better instruments I can make, say on a scale from bamboo flutes to lutes to harps to piano/harpsicords to bone xylophones to magical musical instruments I have never heard of (and let there be more than 2, say 5 or 10 magical instruments).

Stephen.

EDIT: as tztopdogg said, there's nothing more painful than a musical (or something like that), let me use my musical instruments as weapons, if they have magical properties then let me calm or enrage an enemy with a song, or put it to sleep before bashing it over the head with my lute. also fireball spells and the like should be effects I can conjure up with a song.

EDIT2: give me a bard guild
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Reven Lord
 
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Post » Fri May 27, 2011 9:57 pm

How about fighting styles? For example, there would be three fighting styles that would increase with use of them for, say, short-blade (you could have a 33 in shortblade but a 100 in Stabbing if everything else was at 0.) This way, a fighting style could have unique controls, and in order to use the movs of a different style you would have to go through a menu.
The short-sword styles could be:

Stabbing
Slashing
Double Edged Fighting (if you are inexperienced with a double edged blade, you will likely cut yourself)

Different weapons would affect the different styles differently.

Now,
Controls: Stabbing Slashing DEF
R1: Thrust at chest Slash at chest Thrust at chest
L1: Thrust at armSlash at arm Two slashes at arms
L2: Coup? (chance to bypass a block) Slash at back (possibility for paralysis) Spin attack (hit everyone surrounding you)
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Claudz
 
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Post » Fri May 27, 2011 11:48 pm

Player "Class" should mean something. The description for agents say they are used for diplomatic arbitration and dealings. Why not have some quests that employ the speechcraft skills of agents? Or juggling/tumbling for acrobats, performances by bards, scouting expeditions (land surveying) for Scouts, missions for Healers, occult spellcasters for Witchhunters to hunt, and so on.
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Richard
 
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Post » Sat May 28, 2011 4:54 am

Player "Class" should mean something. The description for agents say they are used for diplomatic arbitration and dealings. Why not have some quests that employ the speechcraft skills of agents? Or juggling/tumbling for acrobats, performances by bards, scouting expeditions (land surveying) for Scouts, missions for Healers, occult spellcasters for Witchhunters to hunt, and so on.


Yes! This is what TES needs, instead of quests only suited for combats, spellcast and stealth, we need other tasks for other classes as those classes you say. Not only quests, but also other stuff to do, like gambling, getting drunk and playing music and much MUCH more that the player can do to earn rewards other than monster slay.
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Gen Daley
 
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Post » Sat May 28, 2011 6:26 am

I'll tentatively agree with that, with some restrictions:

I'm more than fine with including more avenues to interact with the world, i.e. giving speech more relevance via diplomacy, giving acrobatics more relevance via things specifically designed for it, being able to perform, being able to find scouting missions, etc, etc.
That said, I would balk significantly if those things were restricted to class choice. In example, if only a healer class could get those healing missions, if only the bard class could perform, if only the witchhunters could go after covens, I would be pretty unhappy. Now, by all means, throw skill requirements onto doing those things; make the healing missions actually require some skill in Restoration or Alchemy, make those diplomacy instances actually require some persuasion. But class is extremely arbitrary in TES; it's the individual skills that really matter.
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K J S
 
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Post » Sat May 28, 2011 5:59 am

I'll tentatively agree with that, with some restrictions:

I'm more than fine with including more avenues to interact with the world, i.e. giving speech more relevance via diplomacy, giving acrobatics more relevance via things specifically designed for it, being able to perform, being able to find scouting missions, etc, etc.
That said, I would balk significantly if those things were restricted to class choice. In example, if only a healer class could get those healing missions, if only the bard class could perform, if only the witchhunters could go after covens, I would be pretty unhappy. Now, by all means, throw skill requirements onto doing those things; make the healing missions actually require some skill in Restoration or Alchemy, make those diplomacy instances actually require some persuasion. But class is extremely arbitrary in TES; it's the individual skills that really matter.


Thats also what I meant, no restrictions on classes.
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Dezzeh
 
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Post » Fri May 27, 2011 8:46 pm

Partial class restrictions would be OK, though, wouldn't they?

Agents can do any Agent mission right off the bat, while a Knight needs Fame, or a certain level of skill, or Guild recognition to open the quest. It keeps the quest open for all, but at the same time gives REAL meaning to the class. If there is a questline, it should be longer and more rigid for out-Class players than in-Class. Basically letting Agents skip ahead then finish the initial quests later, while non-Agents have to prove themselves through all of the early quests to get to the juicier rewards.
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Monika Krzyzak
 
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Post » Fri May 27, 2011 9:02 pm

another cool thing would be able to choose your leather (or glass) holder for your weapon

You mean the scabbard? I'm a Medievalist, had to say it :whistle:
also werid but adding like say cloth around the Hilt

Aesthetically pleasing, agreed
Journalism. Want to write your own book? I sure do without mods. Especially since I'm on Xbox.
Sure
Swampy places...I don't want "oh a few puddles some ugly trees," I want mostly water, bubbles here and there, maybe get stuck in swamp gunck, small islands only room enough for a tree, and what a NORMAL swamp would be like.
Agreed
More drinks. I don't think EVERYONE drank wine, ale, beer, and such back then. Maybe fruit juice? WATER!!!!!!!!!
Most everyone drank ale, but many people drank water, too (might be risky though, if you don't take the time to purify the water). I don't quite recall fruit juice, but it is a possibility :)

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We need better spellcasting... everything. Spells got old fast. We need new ones, how about a telekenisis spell that takes everything in the area and spins it around you, and when you release the spell it sends everything flying! Maybe a spell to trap someone in a block of ice, or one to melt someone's face! And whats with spells all looking the same? High damage fire attacks should have blue/white fire, maybe bigger bolts, shock spells should always look different, frost spells are just that annoying blue blob...
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joeK
 
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Post » Sat May 28, 2011 12:00 am

any comment on my idea?
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Vincent Joe
 
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Post » Sat May 28, 2011 7:14 am

I want the environment to be unique to the TES world. If the game is in Skyrim, I don't want only snow, evergreens and rocks. Bring us something new and imaginative. I miss the surreal landscapes of Morrowind. Also, I think it's time the TES world discovered and invented. Perhaps steam power will gain more popularity? Something to let me know that the world is progressing a tad. NO GUNS PEASE.
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Love iz not
 
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Post » Fri May 27, 2011 7:18 pm

I want the environment to be unique to the TES world. If the game is in Skyrim, I don't want only snow, evergreens and rocks. Bring us something new and imaginative. I miss the surreal landscapes of Morrowind. Also, I think it's time the TES world discovered and invented. Perhaps steam power will gain more popularity? Something to let me know that the world is progressing a tad. NO GUNS PEASE.


I feel what you say in unique landscape, but its also a must to have unique monsters and structures.
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Timara White
 
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Post » Fri May 27, 2011 11:05 pm

You mean the scabbard? I'm a Medievalist, had to say it :whistle:

Aesthetically pleasing, agreed

Responses in red

We need better spellcasting... everything. Spells got old fast. We need new ones, how about a telekenisis spell that takes everything in the area and spins it around you, and when you release the spell it sends everything flying! Maybe a spell to trap someone in a block of ice, or one to melt someone's face! And whats with spells all looking the same? High damage fire attacks should have blue/white fire, maybe bigger bolts, shock spells should always look different, frost spells are just that annoying blue blob...

A better spell casting system would be great.It is rather bare bones I agree with the added depth with the different class's of magic.Great ideas with the ice magic.We need some more spells reguarding gravity maybe earth magic to erupt stone spikes out of the ground or create sinkholes.Water magic would be interesting cause tidal waves heavy rain to escape in fog to shroud you for a sneak attack.Or for alteration how about shape shifting items to something else or yourself,there could be so many great spell ideas to use.
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Liii BLATES
 
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