TES V Ideas and Suggestions #156

Post » Sat May 28, 2011 2:01 am

Dwemer, i've been facinated woth them ever since wandering into my first one in morrowind
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suzan
 
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Post » Sat May 28, 2011 8:13 am

Realistic rain and snow, especially snow. If the game takes place in Skyrim, it seems like a no-brainer to have realistic snow that actually has collision, unlike the rain in Oblivion and Morrowind. I'd really like to see varying levels of snowfall, so that, for example, in some places there would be light snowfall, and in others there would be strong blizzards.


If I wasn't clear, I don't want varying levels of snow on the ground, but I do want different levels of snow obscuring your vision. So, for example, in a quick flurry your vision wouldn't be impaired much, but in a full-blown blizzard, it would be hard to see anything.
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luke trodden
 
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Post » Fri May 27, 2011 7:14 pm

Dwemer, i've been facinated woth them ever since wandering into my first one in morrowind


Dwemer are pretty much extinct. http://www.uesp.net/wiki/Lore:Yagrum_Bagarn was the last living Dwemer.
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Lavender Brown
 
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Post » Fri May 27, 2011 9:58 pm

I don't expect(or want) mods for the console versions, but I would like to be able to use the console when playing a console version of TES V to fix glitches and bugs. Wouldn't it be easily possible to allow such a thing? I hate having items stuck in my inventory.
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Victor Oropeza
 
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Post » Sat May 28, 2011 9:40 am

I want daggers to be more effective, I always make use of a dagger with my assassin character in both Morrowind and Oblivion even though I know I'd deal more damage with a sword. It just feels more assassin like to use a dagger, now I'm not saying it needs to do more damage in normal combat, but make them more effective in stealth attacks, backstabs. That way there is actually a bigger reason for stealthy characters to use them and not just for appearance.
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BEl J
 
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Post » Fri May 27, 2011 10:32 pm

Wouldn't it be easily possible to allow such a thing? I hate having items stuck in my inventory.

I don't think so. I mean, the Xbox has buttons and the PC has keys...And you have to type in the commands...Not to mention I don't know if the coding for a console command would be different on an Xbox (or PS3) rather than a PC...

My short answer: IDK
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Yama Pi
 
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Post » Sat May 28, 2011 7:49 am

Dwemer, i've been facinated woth them ever since wandering into my first one in morrowind


This is another thing that Morrowind did right, they created a mystique around the dwemer by both having some dwemer ruins around the land and by not having them everywhere you went. In Oblivion the akaviri ruins were everywhere and you couldn't run 100 meters without bumping into another akaviri ruin, there was very little mystique for 2 reasons, one that the akaviri ruins were more populous than the towns and villages, and two that they didn't have a very interesting name. Let me clarify, the Dwemer were also known as dwarves for some unknown reason, this gave us the impression that we were going to run into dwarves in the game, or that they were extinct and we were going to find their stuff, but then we found out that dwarves was just a name and the Dwemer were really another race of elves, which far from being a buzzkill was actually rather interesting as we were finding out more about them. On the other hand, there was very little in the way of mystique when it came to akaviri, we learned very little about them in the game (and actually there were no quests for finding out more about them) except that they were basically the direct ascendents of the altmer, which made me think, well, they have all these ruins around here, why haven't the altmer got more of a culture and a history related to what I see in them, such as the glowing stones and magical traps, why don't I see altmer secretly carrying out rituals to create these glowing stones?... anyway, a bit off topic now, but my main points were that Morrowind did well in creating a forgotten civilization and Oblvion did not... I hope that if there is a forgotten civilization in TESV that I can spend hundreds of hours learning information I didn't know and finding relics of actual import and function.

Stephen.
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No Name
 
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Post » Sat May 28, 2011 5:45 am

This is another thing that Morrowind did right, they created a mystique around the dwemer by both having some dwemer ruins around the land and by not having them everywhere you went. In Oblivion the akaviri ruins were everywhere and you couldn't run 100 meters without bumping into another akaviri ruin, there was very little mystique for 2 reasons, one that the akaviri ruins were more populous than the towns and villages, and two that they didn't have a very interesting name. Let me clarify, the Dwemer were also known as dwarves for some unknown reason, this gave us the impression that we were going to run into dwarves in the game, or that they were extinct and we were going to find their stuff, but then we found out that dwarves was just a name and the Dwemer were really another race of elves, which far from being a buzzkill was actually rather interesting as we were finding out more about them. On the other hand, there was very little in the way of mystique when it came to akaviri, we learned very little about them in the game (and actually there were no quests for finding out more about them) except that they were basically the direct ascendents of the altmer, which made me think, well, they have all these ruins around here, why haven't the altmer got more of a culture and a history related to what I see in them, such as the glowing stones and magical traps, why don't I see altmer secretly carrying out rituals to create these glowing stones?... anyway, a bit off topic now, but my main points were that Morrowind did well in creating a forgotten civilization and Oblvion did not... I hope that if there is a forgotten civilization in TESV that I can spend hundreds of hours learning information I didn't know and finding relics of actual import and function.

Stephen.

Akaviri? I believe you are referring to the Ayleids, not the Akaviri, and one can learn about them. What would you like to know?
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brian adkins
 
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Post » Sat May 28, 2011 2:12 am

@ goddreaming

There were no Akaviri ruins in Oblivion. There were lots of Ayleid ruins, though. :P
EDIT: Bah, ninja'd.

Semantics aside, though, I do agree with the bulk of your statements. The Ayleid leftovers were grossly overpopulated in Cyrodiil (just like every other dungeon environment), and the player's access to uncovering their culture was limited to books and a small handful of Umbacano or Mages Guild quests, none of which illuminated anything severely. What's the point of presenting a long-lost civilization if the player cannot savor discovering every minute detail about said long-lost civilization?

That said, though, even if they return to a more Morrowind-style of portraying the long-lost civilizations, I'm afraid that the whole thing will have just become cliche at that point. Is there going to be a long-lost Dwemer/Ayleid-substitute culture present in every province from now on? Unless they dramatically change up how they want to present that long-lost civilization in the next game, I must admit that I might find it terribly stale.

Akaviri? I believe you are referring to the Ayleids, not the Akaviri, and one can learn about them. What would you like to know? Here's some information about them: http://www.uesp.net/wiki/Oblivion:Ayleids

While it's true that we can learn about them, the information available on them (and the means of acquiring that information) is scant compared to the Dwemer. I mean, there was a whole huge open-ended quest in Morrowind where you essentially find out what happened to the Dwemer (if you could translate the psychobabble) via interviews with some powerful and old people and some scavenging. That would be the equivalent of tracking down Ayleid genealogies and discovering how all the city-state kingdoms dissipated over the centuries in detail. We knew Dwemer astronomy/astrology via Redguard/Morrowind; we knew the fundamentals of their "religion" intimately via Morrowind. Their ruins held evidence of being lived in, and observations on their culture could be made just on the level design alone. Some to a lot of those things were severely lacking for Ayleids in Oblivion.
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Robyn Howlett
 
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Post » Fri May 27, 2011 10:46 pm

Well my first post on this website. Ok here we go. I would like to see different HUGELY impacted things. Like..perhaps your talking to your friend and he's like , " Well, I was in Bravil the other day and the guards have gotten outrageous..I think I may do something about it." "Really man? Actually early on, I realized from another quest that they do this because of the emperor and I tried talking to him but he didn't do anything. So after many battles we secceded and started our own country." You know? I may not be great at explaining things but yeah. There could defiantly be an upgrade in the combat system. Go back to the Morrowing system of leveled enemies. More unique weapons and armor. Lol,lets shoot for Borderland style!More than one province u can be at. More ways to get gold. Like farming or something. Not all of us are interested in joining guilds. Which brings me to this, can I have great rewards in the directions I go? I meen, I start off as wanting to be a great archer and turn out to be great at everything. I love large scale battles! I meen(this brings me back to largely impacted things done by your actions) wouldn't it be awesome to have battles with other provinces. You could be the person happily fighting in them, you could be the farmer watching as your farm gets burned down, the general on his horse commanding everyone,the king giving orders, or the merchant selling weapons and other sorts to the government! Isn't TES games about what u want to do? You could create the books you read during the game! I want people I can get to know. If I needed some iron for this house im gonna build I know a guy lol. NO multiplayer..please. Omg theres a lot of things i could think of! Oh well, hopefully they make a good game. Thank you.
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Naughty not Nice
 
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Post » Sat May 28, 2011 5:18 am

@ goddreaming

There were no Akaviri ruins in Oblivion. There were lots of Ayleid ruins, though. :P
EDIT: Bah, ninja'd.

Semantics aside, though, I do agree with the bulk of your statements. The Ayleid leftovers were grossly overpopulated in Cyrodiil (just like every other dungeon environment), and the player's access to uncovering their culture was limited to books and a small handful of Umbacano or Mages Guild quests, none of which illuminated anything severely. What's the point of presenting a long-lost civilization if the player cannot savor discovering every minute detail about said long-lost civilization?

That said, though, even if they return to a more Morrowind-style of portraying the long-lost civilizations, I'm afraid that the whole thing will have just become cliche at that point. Is there going to be a long-lost Dwemer/Ayleid-substitute culture present in every province from now on? Unless they dramatically change up how they want to present that long-lost civilization in the next game, I must admit that I might find it terribly stale.


While it's true that we can learn about them, the information available on them (and the means of acquiring that information) is scant compared to the Dwemer. I mean, there was a whole huge open-ended quest in Morrowind where you essentially find out what happened to the Dwemer (if you could translate the psychobabble) via interviews with some powerful and old people and some scavenging. That would be the equivalent of tracking down Ayleid genealogies and discovering how all the city-state kingdoms dissipated over the centuries in detail. We knew Dwemer astronomy/astrology via Redguard/Morrowind; we knew the fundamentals of their "religion" intimately via Morrowind. Their ruins held evidence of being lived in, and observations on their culture could be made just on the level design alone. Some to a lot of those things were severely lacking for Ayleids in Oblivion.

That is true, but I still found some Ayleid ruins to be fascinating and, being the type of person who loves archaeology, I learned what I could about the Ayleids. They are interesting(more interesting than the Dwemer, in my opinion), so I would like to know more about the Ayleids, but there is enough information about them to roughly understand their culture. From what I know, it seems that the Ayleids aren't truly lost, but assimilated into modern society(which they culturally influenced). Anyway, considering TES V might take place in Skyrim and the Falmer were nomadic, I don't think TES V will have ancient Elven ruins, but I still want to be an Elder Scrolls archaeologist, so what could fill the void left by the Dwemer and the Ayleids(with the same amount of information that was given about the Dwemer)?
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Sebrina Johnstone
 
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Post » Sat May 28, 2011 6:45 am

That is true, but I still found some Ayleid ruins to be fascinating and, being the type of person who loves archaeology, I learned what I could about the Ayleids. They are interesting(more interesting than the Dwemer, in my opinion), so I would like to know more about the Ayleids, but there is enough information about them to roughly understand their culture. From what I know, it seems that the Ayleids aren't truly lost, but assimilated into modern society(which they culturally influenced). Anyway, considering TES V might take place in Skyrim and the Falmer were nomadic, I don't think TES V will have ancient Elven ruins, but I still want to be an Elder Scrolls archaeologist, so what could fill the void left by the Dwemer and the Ayleids(with the same amount of information that was given about the Dwemer)?

Though skyrim would be cool, id rather TESV be in Valenwood. reading A Dance Though Fire , it mentions The Great Hunt. which i find terribly intresting. though i dont care much about the location. i just dont want to be forced into the main quest like you are in oblivion
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Gavin boyce
 
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Post » Fri May 27, 2011 8:18 pm

wouldnt it be sick if the main quest was like your part of some thought to be extinct race but your just all in hiding and there is few of your kind left so u nee to unite them and i dont know take over a village then city then maybe a country or something i dont know but thats the jist of it or maybe the opposite u defend against them
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sally R
 
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Post » Sat May 28, 2011 8:52 am

wouldnt it be sick if the main quest was like your part of some thought to be extinct race but your just all in hiding and there is few of your kind left so u nee to unite them and i dont know take over a village then city then maybe a country or something i dont know but thats the jist of it or maybe the opposite u defend against them


a disease like trait would make more sense than "part of a lost race" by disease I'm referring to how the world would think of you.
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DAVId Bryant
 
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Post » Sat May 28, 2011 4:21 am

Regarding Ayleids,

I felt like, in Oblivion, Ayleid ruins were there just to take up space. I don't even think Bethesda wanted to deal with the lore and just made some generic ruins for them. Seriously, I went through many many Ayleid ruins and all I learned about them is that they had magical stones that were useful to me. Their ruins all looked the same, inside and out, and the only artifacts were those stones I can't remember the name of at the moment. Everything I actually know about Ayleids I learned from reading the wiki and The Imperial Library. Compare that to the Dwemer where I learned a whole lot about them just by exploring their ruins.

I don't want the next game to focus so much on it's lost race than the Dwemer in Morrowind, but I also don't want the lost race and their ruins to just be there for show like the Ayleids. Give me a good amount of lore about them, and some interesting ruins, and maybe even ghosts like the Dwemer ghosts, and I'll be happy, but don't make them too central to the story and don't make them not matter at all.
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Silencio
 
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Post » Sat May 28, 2011 12:59 am

Does anyone agree with me that there should be morethan 1 religion in the TES world that everyone follows? I think it would makeitmore interesting if there were at least 2 religions that the people of a given province followed (and some atheist characters).
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Reanan-Marie Olsen
 
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Post » Sat May 28, 2011 8:38 am

Does anyone agree with me that there should be morethan 1 religion in the TES world that everyone follows? I think it would makeitmore interesting if there were at least 2 religions that the people of a given province followed (and some atheist characters).

not to be confused with god hating characters, there's a difference. but the problem is that in the real world atheism is a more tenable position because if a god does interact with humans, its vague and unverifiable, where in TES the interactions are more concrete. i think a more accurate group in terms of TES would be something like the heretical priests in Morrowind, a group that doesn't hold church doctrine as true and instead investigates the nature of the pantheons without any dogma's blinding their search.
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Theodore Walling
 
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Post » Fri May 27, 2011 7:33 pm

Does anyone agree with me that there should be morethan 1 religion in the TES world that everyone follows?

There are Daedra Lords and Divines you can worship. It differs from real life religions by having true deities. As post above tolds you. So there can't be any other religions, at least true ones. Of course, there could always be superstitious cults worshipping something unreal, but I doubt those would be very popular in a world with real gods, too. But it would be interesting to see more of those.

"Whom do you worship?" The choices include all the Divines and Daedra Princes. Last two options are: "I would never worship them" and "None, Yet".

We need some questions in the character creation again. This would rock.
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courtnay
 
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Post » Sat May 28, 2011 4:58 am

That is true, but I still found some Ayleid ruins to be fascinating and, being the type of person who loves archaeology, I learned what I could about the Ayleids. They are interesting(more interesting than the Dwemer, in my opinion), so I would like to know more about the Ayleids, but there is enough information about them to roughly understand their culture. From what I know, it seems that the Ayleids aren't truly lost, but assimilated into modern society(which they culturally influenced). Anyway, considering TES V might take place in Skyrim and the Falmer were nomadic, I don't think TES V will have ancient Elven ruins, but I still want to be an Elder Scrolls archaeologist, so what could fill the void left by the Dwemer and the Ayleids(with the same amount of information that was given about the Dwemer)?


In Skyrim the void could be filled by having rumours of the falmer, you keep hearing rumours that they were killed off, that some people have seen evidence of their civilizations, and then quite by accident you one day run into their settlement, whether it be underground, hidden among snow drifts, made invisible by a protection spell, or some such, which brings up a possibility, you find the ruins of their settlement, you explore and find houses and caves which look really cool and a book or two which describe some fairy tales about the nordic barbarians invading the falmer settlements, you then think you've discovered everything until a lot later in the game when some nordic witch gives you the information you need to be able to see the invisible and you go back and meet up with the falmer of today.

Ok, if this game is to be in skyrim, consider the nords of the past, we have the ancient witches (I forget their name right now) who carve runes and cast spells for people, we have the berserkers, we have the warriors, we have the poets, we have the boat going viking class, we have the gods of the nirn (from human mythology it would be odin thor freya etc, who are waiting around for ragnarok) we also have valhalla the hall of the dead where fallen warriors go to feast and hunt repeatedly until ragnarok comes around. I have more ideas but I need a cigarette right now, but I say to gamesas, research the real nords for inspiration if you plan on making a very beautiful skyrim.

Stephen.
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Louise Andrew
 
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Post » Sat May 28, 2011 5:06 am

I don't think TES V will have ancient Elven ruins, but I still want to be an Elder Scrolls archaeologist, so what could fill the void left by the Dwemer and the Ayleids(with the same amount of information that was given about the Dwemer)?

I'm not sure about the Aylieds, but Dwemer where all over Tamriel, just nothing would work outside Vvardenfell. Am I right? I'm sure I read an in game book about it - someone took a centaurion spider away and it just died.

I absolutly loved Dwemer ruins, and I think they could be portrayed even better now - I love almost technological with a dash of magic civilisations in these type games. I've always said I would love for there to be a quest where I'm enormously close to discovering some secret, but have it slip away at the last minute, maybe a page of Kagrenacs journal about his last experiment, but you loose it before it can be desiphered?

Also, I would love to see extra werecreatures, and, correct me if I'm wrong, but they don't all need to have the same physiology of a werewolf. People always get that wrong.

since it's only rumours about Skyrim being used, I'd like to suggest using Summerset Isle as a location. Creating huge island mods is so much easier on a province surrounded by water, as you can see between morrowind / Oblivion. Creating an island in Oblivion in the main landmass would likely get in the way of Tamriel Rebuilt. Of course you can simply use interiors, but it's more awesome to be able to see your landmass from the main world map.
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Natasha Biss
 
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Post » Sat May 28, 2011 5:51 am

Im Sure other have said the same but I enjoyed the guilds greatly The dark brotherhood and thieves guild being my personal faviorites

I think it can be safe to say that all of the fans will want (or demand!) guild storylines it would be nice for these to be even bigger and with greater rewards i feel the only real good reward was the cowl of nocturnul as it was actully of use

Being listener is fun but i feel for such a great storyline the reward could have been better but if you like me you love the lore and story of tes so it didnt bother me too much

I feel It would be great if They would provide Guild downloads for those who have finished i.e you have to actully do the job for example your arch mage and you have to help teach skills or somthing not just get a chest.

But as long as the story is strong and the lore is strong im sure nearly all the fans will be happy.
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Jessica Nash
 
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Post » Sat May 28, 2011 8:48 am

I felt like, in Oblivion, Ayleid ruins were there just to take up space. I don't even think Bethesda wanted to deal with the lore and just made some generic ruins for them.

I agree. And unlike the Dwemer Ruins - and even some of the Daedric Ruins - there was absolutely no discernible function that the architecture served in those Ayleid ruins. Most of them were just elaborate death traps or sepulchers/catacombs of the dead. There was nothing to indicate various rooms to live in, dine at, storage cellars, libraries, places to work and study. No windows, no gardens, no art. Nothing. Even the Daedric Ruins had alcoves, rooms, and shrines of worship. The Dwemer ruins had machinery, libraries, towers for study, and various sized rooms for activities.
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Melanie Steinberg
 
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Post » Sat May 28, 2011 7:08 am

I agree. And unlike the Dwemer Ruins - and even some of the Daedric Ruins - there was absolutely no discernible function that the architecture served in those Ayleid ruins. Most of them were just elaborate death traps or sepulchers/catacombs of the dead. There was nothing to indicate various rooms to live in, dine at, storage cellars, libraries, places to work and study. No windows, no gardens, no art. Nothing. Even the Daedric Ruins had alcoves, rooms, and shrines of worship. The Dwemer ruins had machinery, libraries, towers for study, and various sized rooms for activities.


Thats true, People new to the game misunderstand that Ayleid ruins were the ayleids homes, and NOT supposed to be tombs.
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Tamara Dost
 
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Post » Sat May 28, 2011 2:27 am

I agree. And unlike the Dwemer Ruins - and even some of the Daedric Ruins - there was absolutely no discernible function that the architecture served in those Ayleid ruins. Most of them were just elaborate death traps or sepulchers/catacombs of the dead. There was nothing to indicate various rooms to live in, dine at, storage cellars, libraries, places to work and study. No windows, no gardens, no art. Nothing. Even the Daedric Ruins had alcoves, rooms, and shrines of worship. The Dwemer ruins had machinery, libraries, towers for study, and various sized rooms for activities.

Be careful what you say - whenever I refer to Morrowind I get labelled a Morrowind fan boy.

But I completely agree. Whatever is used, whether it be Aylieds, Dwemer, Falmer, or anything else, I want to see actual living spaces in the ruins. I would actually like to see large complex underground cities (Kinda like Old Mournhold, but more practical).

And I don't want to see "Forts" what are they? Are they supposed to be Imperial ruins? But they're not extinct... I would understand a few abandoned strongholds, but not absolutly hundreds of them, it doesn't make any sense, and takes away from the possibility of other types of ruins. And can we get Imperial Arcitechture back to the way it's supposed to be? I by far preferred stone castles to the stuff seen in the Imperial City - It doesn't really matter that they're based on the Romans - so what? they don't need every single aspect of Roman culture. You don't see them removing magic because they're based on human, eh?
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lucile
 
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Post » Sat May 28, 2011 4:39 am

Thats true, People new to the game misunderstand that Ayleid ruins were the ayleids homes, and NOT supposed to be tombs.

Yes but I would like to see living spaces,with loot such as the Dwemer cups,tubes,cylinder and cogs and things similar to these items.it would be nice to find rare arifacts to sit in your house a gem a chalice or some powerful relic you could use while your exploring.it should be something related to the forgotten civilization,they should also expand on the overall design of the ruins and not use the same layers repeatedly as this gets very taxing to go threw the same thing hundreds of times.They could also have a unique story to specific ruins that would add extra depth to the ruins of the lost civilization as a whole.
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BEl J
 
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