TES V Ideas and Suggestions #156

Post » Fri May 27, 2011 7:09 pm

I feel what you say in unique landscape, but its also a must to have unique monsters and structures.

I agree also every place is different, with people cultures and so on this is an empire with lots of ideals so the landscape should reflect that.
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Catherine N
 
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Post » Sat May 28, 2011 1:44 am

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.


Spells

Collision damage through telekenisis, as well as like... hurling people into walls.

Conjuration should be able to summon food, water, other liquids, creatures, weapons, furniture, etc.You should be able to place a 'mark' on items, and 'recall' them when needed. Also, you should be able to have up to three different Mark locations at once as well as recall on target (so your companions can follow you)

Locking stuff , like in the old games, just didn't have any use. you were the only theif. Locking would have been awesome if there were other people with AI telling them to steal.

ADD NECROMANCY! I want to be able to revive a dead enemy and have it fight for me. Or revive a dead NPC and have it guard my house. Perhaps even, with a high enough skill, revive animals that won't turn against you.

Spells should be sold by effects/clusters of effects. the potency should depend on your proficiency with that type of magic. However, if you held down the 'cast' button, your spell should be more powerful although more likely to fail. Different spells would be marked "long term, and holding as such would increase time. Long term spells would all drain your magica for the entirety of the spell, although barely (3 points fire damage for 1000 seconds would be unoticeable on your magica bar)

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Nicola
 
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Post » Fri May 27, 2011 7:23 pm

A quick question about alteration and shape shifting? Do they go together?

From the current selection of spells in alteration there is not one that physically re-structures anything. Would alteration be the right school for any polymorph / shape shifting?

EDIT: ohh, there is lock and unlock.
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Stace
 
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Post » Sat May 28, 2011 11:01 am

A quick question about alteration and shape shifting? Do they go together?

From the current selection of spells in alteration there is not one that physically re-structures anything. Would alteration be the right school for any polymorph / shape shifting?

EDIT: ohh, there is lock and unlock.


I think shapeshift would go fit in the Alteration school. I could imagin that the player could "transform" into a bird to get around the land faster.
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Jordyn Youngman
 
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Post » Sat May 28, 2011 8:31 am

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

I've seen many games that deal with musical instruments well. My favourites are the likes of "Legend of Zelda" series, and "The Bard". If I could use my instrument (more than just a lute would be nice) to teleport, change the weather, summon creatures or talk to another NPC, I'd be happy as Larry.

I'd like there to be different types of instruments, eg. flutes and lutes, that each have higher levels, and do better at different types of magic, similar to how different swords, such as longswords and claymores, can have higher levels, but can be better at slash/thrust/crush.

The most important thing I think needs to be fixed, even from the likes of Morrowind, is the economy. I have far too much money, I know at higher levels I should be rich, but I am getting far too rich, and not even at higher levels. Armour and weapons should sell for less and be bought for more. High end stuff should be rarer. I want to work for my money. I would like it, too if trading was a better form of money than killing. It seems make sense that my character, that specializes in mercantile should be getting more money than my warrior with an IQ of 10.
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Add Meeh
 
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Post » Sat May 28, 2011 6:07 am

I wouldn't mind seeing some arena matches that differ, maybe there could be a schedule:

9am to 12am: Beasts fights
1pm to 4pm: Team battles
5pm to 9pm: Gladiator battles (the regular matches in Oblivion)
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Blessed DIVA
 
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Post » Fri May 27, 2011 9:02 pm

how about more teams for the arena? the ability to pick your team? perhaps some sort of bracket for identifying your next opponent?

when it comes to improving the arena...i could keep going like this all day...
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Baylea Isaacs
 
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Post » Fri May 27, 2011 11:31 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)

Let's not make it like Runescape.
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kevin ball
 
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Post » Sat May 28, 2011 6:47 am

I wouldn't mind seeing some arena matches that differ, maybe there could be a schedule:

9am to 12am: Beasts fights
1pm to 4pm: Team battles
5pm to 9pm: Gladiator battles (the regular matches in Oblivion)

If they're going to do anything like a real Colosseum match, then the devs should (try to) play the PS2 game Colosseum: The Road to Freedom, or watch the documentary True Gladiator, which you can find on youtube http://www.youtube.com/results?search_query=true+gladiator&search_type=&aq=f; part 1 is http://www.youtube.com/watch?v=yaxbxaog_pk. It's a good watch. Better on the TV where you can get HD, but still...
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Rob
 
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Post » Sat May 28, 2011 3:44 am

I would like to see the ability to have decent companions. Just take a quick look at user made content, such as Grumpys scripts, and whatever the equivalent in Oblivion is. I don't want my companions to get lost and never to be found again. And if we get teleport spells again (I doubt we won't) let the companions teleport when we do.

If there's another physics engine added to items, please let us toggle it. I hate walking into a room and having hundreds of items attacking me.

And please, don't spend everything on the graphical side of the game. Put most of the staff on creating quests, lore, new methods of gameplay, unique terrain shapes, and all the stuff your fans actually want. There's one thing in Morrowind, that's very simple, but I love it. In Arille's tradehouse, there is two fireplaces, turned aroud, that make one big shaft all the way up. this is something that I want to see in TESV. The devs actually using ingenuity. There's no need to create lots of different meshes when it can be simply done by using two or more meshes.
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JUan Martinez
 
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Post » Sat May 28, 2011 12:15 am

I want levitation to be an attack spell as well as a personal spell.

eg. I cast a 'no gravity' spell on an enemy as they are chasing me up a hill I go over the top and turn around to see them fly off into space. or I hit them and watch them fly off.
eg. I cast a 'super fly' spell on an enemy and watch as they bolt into the sky, I then wait a minute and watch as they come crashing back to the ground. (imagine the effect of casting this spell on one enemy after another, and having 20 people rain down from the sky!)

Stephen.
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lolly13
 
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Post » Fri May 27, 2011 9:55 pm

I want levitation to be an attack spell as well as a personal spell.

eg. I cast a 'no gravity' spell on an enemy as they are chasing me up a hill I go over the top and turn around to see them fly off into space. or I hit them and watch them fly off.
eg. I cast a 'super fly' spell on an enemy and watch as they bolt into the sky, I then wait a minute and watch as they come crashing back to the ground. (imagine the effect of casting this spell on one enemy after another, and having 20 people rain down from the sky!)

Stephen.


Agreed. Or have it where it's just a disorientation spell where its required you have one hand up casting the entire duration so it prevents you being able to just make him go flying so it's not an unbalanced attack.
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Ben sutton
 
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Post » Sat May 28, 2011 6:37 am

Agreed. Or have it where it's just a disorientation spell where its required you have one hand up casting the entire duration so it prevents you being able to just make him go flying so it's not an unbalanced attack.

Yeah, and with Telekinesis, it should be able to do a TK blast like in Legacy of Kain games, where you can pick up an enemy and hurl him/her/it away (possible impaling the NPC on a spike wall fixture). And when your throw objects, they should do damage, like in Bioshock with the Telekinesis Plasmid. I think that would make Telekinesis actually worth learning.
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Queen of Spades
 
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Post » Fri May 27, 2011 6:35 pm

I was doing some reading on Fallout: new Vegas. Aparrently it has some kind of hardcoe Mode, where you have to eat and drink to survive, ammo weighs something. ETC. But that got me thinking, Elder Scrolls 5 should have a hardcoe mode.

Heres how it would work. TES would have a optional mode that you can choose during the tutorial, where you have no quest markers, there is no fast travel, (mabie you have to eat, but I dunno bout that) and stuff like that.
As a reward you have a much higher chance to find good loot.


Would that solve everybody's problems?
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Andrew
 
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Post » Sat May 28, 2011 5:02 am

I was doing some reading on Fallout: new Vegas. Aparrently it has some kind of hardcoe Mode, where you have to eat and drink to survive, ammo weighs something. ETC. But that got me thinking, Elder Scrolls 5 should have a hardcoe mode.

Heres how it would work. TES would have a optional mode that you can choose during the tutorial, where you have no quest markers, there is no fast travel, (mabie you have to eat, but I dunno bout that) and stuff like that.
As a reward you have a much higher chance to find good loot.


Would that solve everybody's problems?


I've been suggesting that for a while, and yeah, that'd be great. They'd just need to implement some sort of travel system between cities like Morrowind's Silt Striders. Maybe horse-drawn carriages or something.
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Vahpie
 
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Post » Sat May 28, 2011 6:13 am

Would that solve everybody's problems?

I doubt it. They would likely give too vague directions during quests, due to them being written for quest compasses (try not using the quest marker in Oblivion)
I mean, if they actually give decent directions, It'd have to do, but the point actually is, to give me a forced challenge. (Same for fast travel idea)

And I don't want more loot. The economy needs to be fixed, not made worse.

If there's a decent fast travel, I don't want horse and carriages. I want something that actually makes me think this isn't Earth. The native version of Stilt Striders. Perhaps some kind of wolf/bear thing if it's Skyrim?
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Mizz.Jayy
 
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Post » Sat May 28, 2011 8:00 am

I was doing some reading on Fallout: new Vegas. Aparrently it has some kind of hardcoe Mode, where you have to eat and drink to survive, ammo weighs something. ETC. But that got me thinking, Elder Scrolls 5 should have a hardcoe mode.

Heres how it would work. TES would have a optional mode that you can choose during the tutorial, where you have no quest markers, there is no fast travel, (mabie you have to eat, but I dunno bout that) and stuff like that.
As a reward you have a much higher chance to find good loot.


Would that solve everybody's problems?

It would solve all the problems on the surface, but I have doubts whether Bethesda would do it, and I see potential issues. In order to have toggleable quest markers, Bethesda has to design quests in both the Morrowind style and the Oblivion style at the same time. In other words, they have to make sure that the player is given adequate dialogue and information to complete the quest if they choose to do it without quest markers, yet they also have to flag everyone and everything related to that quest with quest marker information as well. While that dual layer of work might not be too big a deal for just a couple of quests, I imagine that it would add up when factoring in all the quests present in the game.

Adding any form reward for playing on a hypothetical hardcoe mode means seriously inspecting balance issues. Will the player become too uber too quickly by comparison when playing hardcoe mode? What about players who would take offense or otherwise be displeased about their getting what they perceive as a real game in one way via the hardcoe mode, only to have their game gimped in another way via the reward?

Personally, I would find splitting fast travel between an easy mode and a hardcoe mode a non-ideal solution for it, primarily because nothing is really changed. I do want fast travel in my game. I just don't want a fast travel system that lets me port to and from anywhere at virtually any time. If a fast travel system is limited enough and sensible enough regarding (i.e. travel between cities only, main roads only, or something along those lines), then I have no problem. But throwing fast travel into an easy/hardcoe mode distinction is kind of sweeping it under the rug, IMO.

And then there's the whole issue of artistic style. Bethesda chose a certain design philosophy in Oblivion when planning out FT, quest-markers, level scaling, etc. That design philosophy is reflected in pretty much everything in Oblivion. In their more hardcoe games, Bethesda chose a different design philosophy, which similarly permeated both mechanics and the overall world design. If they attempt to express two different design philosophies at once through a toggle-switch, I don't think it's going to provide the overall sense of in-game consistency that Bethesda generally looks for. Just a feeling, but I feel that they're going to pick a style and completely see it through.


Oh, and regarding the Arena?
From the http://www.gamesas.com/bgsforums/index.php?showtopic=1044483&view=findpost&p=15147082 idea bundle:
6k. An Arena should exist, of course, but stylistically different from the one that appeared in Cyrodiil. For one, the player should not be confined to a small little box to watch the action from. They should have to find seating amidst the crowd, and access to closer seating requires more money. Furthermore, most people view the arena as nothing more than a blood-pit. Really, the arena is a platform for all forms of entertainment, and it can serve as a stage as well as a killing pit. Imagine if weekly or monthly plays could be performed there! We could see men and women acting out A Hypothetical Treachery. The Horror of Castle Xyr could be dramatically done by moonlight. Same with Legend of the Krately House. And there’s no denying it: You all know you want to see the full performance of the Lusty Argonian Maid. Tickets for the plays, of course, would cost a bit more than tickets for the bloodbath. And think of the numerous Crassius-Cuiro-esque plot-hooks that could be forged from this lighter side to the arena.
Please Bethesda? :sad:
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Farrah Barry
 
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Post » Fri May 27, 2011 7:19 pm

Was just hanging out with my youngest cousin, who is 8, and brought him to Target for him to buy a video game for his upcoming birthday. He picks up Oblivion, and hands it to me. I decide to test him and ask, "Oblivion? What's that about?" He proceeds to explain as follows...

"It's a game where you're a medieval knight and your trying to save everyone. I'm usually a lizard guy, but I wish they could spit acid and eat people. And I kept dying, so they should make the next game easier."

Bethesda, I am making a request as a responsible young advlt... Don't give my cousin what he wants.

I kinda agree with him on the last part, I mean sometimes a guy could take 20+ hits FROM A CLAYMORE and not die. Boring? Extremely.
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Tasha Clifford
 
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Post » Fri May 27, 2011 6:42 pm

I kinda agree with him on the last part, I mean sometimes a guy could take 20+ hits FROM A CLAYMORE and not die. Boring? Extremely.

I don't. That's what's fun about it; strategy.
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Jack Bryan
 
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Post » Sat May 28, 2011 7:44 am

I don't. That's what's fun about it; strategy.


Strategy? "Maybe if I click the attack button this way..." if the combat was as good as they claimed it was (good enough that adapting it to horse combat was impossible) there might actually be strategy with power attacks, fast attacks, blocks, and perk moves. But there's not. It's just hack and slash and slash and slash. No bear should take more than six arrows to kill. No ogre should take more than 10. And in a fight between two men and full plate wielding claymores should be over in five hits, unless you invent a parrying system, and let's just assume that's what block is.

And that 8 year old sounds pretty cool. I don't see why some Argonians couldn't have a poison attack, and while the game shouldn't be easier, it shouldn't be a grind. Especially against goblins at level 20 when gonblins at level 1 were easier than an fat girl on prom night.
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stacy hamilton
 
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Post » Sat May 28, 2011 10:58 am

when it comes to improving the arena...i could keep going like this all day...


The arena was a slight improvement over Morrowind where you only ever fought duels. But anyone who spent 5 mins on a wikipedia page about gladiators would have left with great ideas. You never fought lions, bears, wolves, never had animals fight each other, never had mock battles like the Nord invasion of Morrowind, or Imperial expansion against other races. Deadly chariot races. Only being given certain weapons to fight with.
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Alan Cutler
 
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Post » Sat May 28, 2011 5:57 am

Strategy? "Maybe if I click the attack button this way..." if the combat was as good as they claimed it was (good enough that adapting it to horse combat was impossible) there might actually be strategy with power attacks, fast attacks, blocks, and perk moves. But there's not. It's just hack and slash and slash and slash. No bear should take more than six arrows to kill. No ogre should take more than 10. And in a fight between two men and full plate wielding claymores should be over in five hits, unless you invent a parrying system, and let's just assume that's what block is.

And that 8 year old sounds pretty cool. I don't see why some Argonians couldn't have a poison attack, and while the game shouldn't be easier, it shouldn't be a grind. Especially against goblins at level 20 when gonblins at level 1 were easier than an fat girl on prom night.

Lol, easier? Morrowind nor Oblivion were hard, quite the opposite. If you knew what regions fit your level, morrowind was not hard at all. Oblivion was just a joke when it came to difficulty.
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Janine Rose
 
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Post » Sat May 28, 2011 2:36 am

Suggestions? Explain what happened with Morrowind.
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SamanthaLove
 
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Post » Sat May 28, 2011 2:29 am

I'd also like a travel system that isn't fast travel. Boats, buggies, carriages, silt striders, etc. Gimmeh.
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Mashystar
 
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Post » Fri May 27, 2011 10:49 pm

Lol, easier? Morrowind nor Oblivion were hard, quite the opposite. If you knew what regions fit your level, morrowind was not hard at all. Oblivion was just a joke when it came to difficulty.


What he said

:whisper:
open console
click on NPC/monster
type "kill"

:cookie:

:celebration:
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Queen Bitch
 
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