TES V Ideas and Suggestions #163

Post » Fri Jul 09, 2010 4:39 am

Welcome to TES V Ideas and Suggestions # 163

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.

http://www.gamesas.com/bgsforums/index.php?showtopic=1038148
http://www.gamesas.com/bgsforums/index.php?showtopic=1041304
http://www.gamesas.com/bgsforums/index.php?showtopic=1044483
http://www.gamesas.com/bgsforums/index.php?showtopic=1048173
http://www.gamesas.com/bgsforums/index.php?showtopic=1051579
http://www.gamesas.com/bgsforums/index.php?showtopic=1054161
http://www.gamesas.com/bgsforums/index.php?showtopic=1056032
http://www.gamesas.com/bgsforums/index.php?showtopic=1057095
http://www.gamesas.com/bgsforums/index.php?showtopic=1057491
http://www.gamesas.com/bgsforums/index.php?showtopic=1058753
http://www.gamesas.com/bgsforums/index.php?showtopic=1059919
http://www.gamesas.com/bgsforums/index.php?showtopic=1060496
http://www.gamesas.com/bgsforums/index.php?showtopic=1061859
http://www.gamesas.com/bgsforums/index.php?showtopic=1062426
http://www.gamesas.com/bgsforums/index.php?showtopic=1063704
http://www.gamesas.com/bgsforums/index.php?showtopic=1064713
http://www.gamesas.com/bgsforums/index.php?showtopic=1065099
http://www.gamesas.com/bgsforums/index.php?showtopic=1066038
http://www.gamesas.com/bgsforums/index.php?showtopic=1067210
http://www.gamesas.com/bgsforums/index.php?showtopic=1068055
http://www.gamesas.com/bgsforums/index.php?showtopic=1068896
http://www.gamesas.com/bgsforums/index.php?showtopic=1070974
http://www.gamesas.com/bgsforums/index.php?showtopic=1071845
http://www.gamesas.com/bgsforums/index.php?showtopic=1073698
http://www.gamesas.com/bgsforums/index.php?showtopic=1075858
http://www.gamesas.com/bgsforums/index.php?showtopic=1077394
http://www.gamesas.com/bgsforums/index.php?showtopic=1078557
http://www.gamesas.com/index.php?/topic/1080894-tes-v-ideas-and-suggestions-thread-%23157/
http://www.gamesas.com/index.php?/topic/1082671-tes-v-ideas-and-suggestions-thread-%23158/
http://www.gamesas.com/index.php?/topic/1084035-tes-v-ideas-and-suggestions-thread-%23159/
http://www.gamesas.com/index.php?/topic/1085256-tes-v-ideas-and-suggestions-thread-%23160/
http://www.gamesas.com/index.php?/topic/1086102-tes-v-ideas-and-suggestions-thread-%23161/
http://www.gamesas.com/index.php?/topic/1087658-tes-v-ideas-and-suggestions-thread-no-162/
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Dark Mogul
 
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Post » Fri Jul 09, 2010 11:52 am

I want shadows, REAL shadows, on the terrain, im sick of seeing ghost like tables and chairs sitting there casting no shadow when all the other NPCs have a shadow in the room. They need to do away with shadow maps and calculate the shadows real time.

I've been playign Thief 3 lately, and everything casts a shadow, the effects and lighting is pretty good, and its even an older game than Oblivion.
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Vincent Joe
 
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Post » Fri Jul 09, 2010 8:35 am

Longer, maybe, but better than Morrowind's guild quests. Not just walk to a certain location and get a certain item.

I honestly disagree with that. I felt that Morrowinds guild quest were MUCH better than OB's. A little bit of both, IMO. A mix of them would be great. OB had a few good quest, but Morrowind's seemed to have a lot more.
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Jerry Cox
 
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Post » Fri Jul 09, 2010 2:41 am

I'd love for the guild quests to feel as epic as the main quest.

The Mages Guild quest line was so fun and intriguing... until the underwhelming final battle.

Also, again cuz i'm suddenly thinking about it, how about some kind of Necromancer guild?
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Laura Simmonds
 
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Post » Fri Jul 09, 2010 10:20 am

Also, again cuz i'm suddenly thinking about it, how about some kind of Necromancer guild?


They should definitely make a necromancer's guild. However, my nerd-rage and subsequent head explosion will be detected on seismographs around the world if the leader of the guild isn't a Sload, as lore says they're extremely talented necromancers.
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SaVino GοΜ
 
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Post » Fri Jul 09, 2010 5:56 am

I want to see Sloads too. :)

Also, I want to see more alien looking monsters, and not just bears and goblins.
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noa zarfati
 
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Post » Fri Jul 09, 2010 5:41 am

Also, I want to see more alien looking monsters, and not just bears and goblins.

Exactly. What's the point on being in an alien planet, only to find Earth wildlife? It's like going to mars and having no red rocks <_<

Also, I saw on the last thread, people where dissing Cliff Racers. I'll say again, for the millionth time:

THERE IS NOTHING WRONG WITH CLIFF RACERS!!!

The reason Cliff Racers where annoying in Morrowind was because of how many there where, and the high respawn rate. If Cliff Racers are included in TESV, they'd learn from thier mistakes, and have a decent spawn rate. Look how rubbish and bland the skies in Oblivion are because of them. It also had a good feeling in Morrowind because I'm constantly aware of Cliff Racers. When people say how they don't like old monsters, we end up with unoriginal creatures replacing them.

Also, Please don't try too hard to have an annoying Bosmer in TESV. The Adoring fan was hated because he was annoying. Fargoth was hated because we loved to hate him. He was far more of a humourous character, because he wasn't so blatantly in your face.
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Craig Martin
 
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Post » Fri Jul 09, 2010 12:42 am

I would like the Morrowind potion sound and icon >.< It was so good.

Re-do It so you can wear clothes under armor....more customization....

Make loads of guilds like in Morrowind and have it so if your in one you can't join another for whatever reason...

I would be happy with those >.< I can't wait!!!! (if it comes out) I will make a Mage warrior ftw
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Andres Lechuga
 
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Post » Fri Jul 09, 2010 7:10 am

Also, Please don't try too hard to have an annoying Bosmer in TESV. The Adoring fan was hated because he was annoying. Fargoth was hated because we loved to hate him. He was far more of a humourous character, because he wasn't so blatantly in your face.


I have NEVER seen anything wrong with Fargoth (actually I like him for not being all "we love the Empire who occupies our country!!")... Gaenor or what he was called was the REAL annoying Bosmer! He was like... duh!
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~Amy~
 
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Post » Thu Jul 08, 2010 11:33 pm

My problem with Cliffracers wasn't so much that they were everywhere (and they were), but how long they took to descend. If I heard a Cliffracer and looked up to see one, it would take several seconds for it to descend. So I really just had to stand there waiting until it was low enough to let me kill it if I didn't have any long range weapons or spells. Cliffracers in TES V need to be quicker at descending so I'm actually surprised by one, and not waiting for it to come down.

There's no reason that Bethesda should resort to bringing back Cliffracers, though. Instead of rehashing old creatures, I'd like to see new flying creatures that we haven't seen before. Cliffracers would be nice too but I'd much prefer to see some new ideas.

And of course, if there are flying creatures, we need to be able to get a flying mount.
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koumba
 
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Post » Fri Jul 09, 2010 10:37 am

There's no reason that Bethesda should resort to bringing back Cliffracers, though. Instead of rehashing old creatures, I'd like to see new flying creatures that we haven't seen before. Cliffracers would be nice too but I'd much prefer to see some new ideas.

Not to mention that I'd also like to see flying creatures behave like actual flying things. While a few like imps might do so, the majority of them wouldn't just "hover" in front of or above you. When they charge straight at you and then hold still attacking they're no different from any other enemy with bad AI. Instead they should swoop at you, being an entirely different experience to fight, especially if you have things like locational damage that lets you damage a wing and make them fall, or better physics that let you do something like peg them with a burden spell and watch them crash.
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no_excuse
 
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Post » Fri Jul 09, 2010 2:52 pm

The definite problem with Cliffracers is how long it took for them to be in melee range after they engaged you in combat. That was annoying as hell.
They need to be called Cliff-turtles.
(cause they're slow)
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Mylizards Dot com
 
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Post » Fri Jul 09, 2010 11:49 am

I have NEVER seen anything wrong with Fargoth (actually I like him for not being all "we love the Empire who occupies our country!!")... Gaenor or what he was called was the REAL annoying Bosmer! He was like... duh!

Exactly. We wheren't forced to hate Fargoth. It made him all the more awesome. The Adoring fan was just saying "I'm an anoying character! Make a fad of me!"


My problem with Cliffracers wasn't so much that they were everywhere (and they were), but how long they took to descend.

I get what you mean, but this'd be another thing I'd think would be improved, and was only this way because of the old system. If they had fall speed decending, and wheren't so high up, it'd be fine.

There's no reason that Bethesda should resort to bringing back Cliffracers, though. Instead of rehashing old creatures, I'd like to see new flying creatures that we haven't seen before. Cliffracers would be nice too but I'd much prefer to see some new ideas.

So would I. But I'd also like them not to have the mainstream stuff from Oblivion. If they don't want to come up with new ideas, I'd rather they go back to Morrowind's wildlife (though new stuff would be better, of course)

And of course, if there are flying creatures, we need to be able to get a flying mount.

I'd like some kind of riding level that lets me get better at different mounts, and eventually let me get to faster mounts, and eventually get to flying mounts. If I tried to mount something I was too low levelled at, I'd occasionally fall off. (I would never fall off the first levelled mount)

Not to mention that I'd also like to see flying creatures behave like actual flying things. While a few like imps might do so, the majority of them wouldn't just "hover" in front of or above you. When they charge straight at you and then hold still attacking they're no different from any other enemy with bad AI. Instead they should swoop at you, being an entirely different experience to fight, especially if you have things like locational damage that lets you damage a wing and make them fall, or better physics that let you do something like peg them with a burden spell and watch them crash.

:goodjob:
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Alexandra walker
 
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Post » Fri Jul 09, 2010 9:14 am

i want dungeon and object/item re spawning to be back from Oblivion,the worst thing for a open world RPG is dead dungeons.
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Terry
 
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Post » Fri Jul 09, 2010 6:38 am

http://www.youtube.com/watch?v=GIYHgCjFgk0 That's some of the dark ambient dungeon music I would absolutely love for ESV. So if Jeremy Soule can do that, I'll be very happy.

Also, I played through The Passing DLC of L4D2, and the atmospheric weather sounds indoors when there is a great storm is wonderful. The thunder is amazing and it really immerses you. I hope Bethesda pays attention to that too.
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Jessie
 
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Post » Fri Jul 09, 2010 11:47 am

http://www.youtube.com/watch?v=GIYHgCjFgk0 That's some of the dark ambient dungeon music I would absolutely love for ESV. So if Jeremy Soule can do that, I'll be very happy.

Also, I played through The Passing DLC of L4D2, and the atmospheric weather sounds indoors when there is a great storm is wonderful. The thunder is amazing and it really immerses you. I hope Bethesda pays attention to that too.

Yeah, that's really nice background music for dungeon crawling. I'd love that too.
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Toby Green
 
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Post » Fri Jul 09, 2010 7:37 am

I think what people are forgetting is that each province has it's own unique wildlife.

So, you won't see cliffracers unless we're in, or near Morrowind. And you won't see all the same stuff as Oblivion, unless we're in Cyrodil again. Unless it happens to be real Cyrodil. Not sure if it's productive to open that can of worms again.

Anyway, I concur with the flying creatures.

And I don't mind the slow descend, as long as it makes sense. Some flying creatures do descend slowly, but I don't see a cliffracer, which feeds on animals on the ground, being unable to swoop down, quickly.
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Agnieszka Bak
 
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Post » Fri Jul 09, 2010 1:50 am

I think what people are forgetting is that each province has it's own unique wildlife.

In a broad sense, yes.

So, you won't see cliffracers unless we're in, or near Morrowind. And you won't see all the same stuff as Oblivion, unless we're in Cyrodil again. Unless it happens to be real Cyrodil. Not sure if it's productive to open that can of worms again.

I don't think wildlife would strictly stay in one province. They don't know the political boundaries obviously, and they could move around. Besides, the cliffracers were apparently driven out of Morrowind, unless that was meant as a joke.
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Allison Sizemore
 
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Post » Fri Jul 09, 2010 10:36 am

I suggest mostly brand new borders. Skyrim's rebuilt much of their old Empire, ruling the north; the new Thalmor controls Sumurset, Valenwood, a swathe of the Great Forest of Cyrodiil, and most of Elsweyr; Telvanni dustadepts struggle in the isolated wastes of a borderless land; the Strident League has formed along (former) Cyrodiil's west coast; Cyrodiil is long gone, city and all, but some governors' families continue to rule their old districts in mediocre solitude; Argonia's added the Nibenean basin to their clandestine kingdom; Orsinium's chillin'; and what is left of Hammerfell and High Rock is broken into city-states. Again.

Something other than what we've had.
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Genevieve
 
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Post » Fri Jul 09, 2010 8:22 am

We should be able to put a total of 3 enchantments on every equip able item.

EDIT: Also, bethesda should include the random encounters from fallout 3 in tesv.
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DAVId Bryant
 
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Post » Fri Jul 09, 2010 11:18 am

We should be able to put a total of 3 enchantments on every equip able item.

That gives me an idea. I don't agree that there should be three enchantment slots on every equipable item, but what if some material types were better for some schools of magic than others? Like Adamantium being a poor enchantable metal for Mysticism or Alteration, but a good metal for Destruction and Restoration? Something like that.
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Angela
 
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Post » Fri Jul 09, 2010 10:33 am

That gives me an idea. I don't agree that there should be three enchantment slots on every equipable item, but what if some material types were better for some schools of magic than others? Like Adamantium being a poor enchantable metal for Mysticism or Alteration, but a good metal for Destruction and Restoration? Something like that.

That could be interesting, but I fear it could lead to the standard of universal "best" armors that hurts late-game customization. I'd rather that enchantment capacity rely on enchanting skill instead of item type, but if both were implemented perhaps higher skill could gradually negate the difference, so that beginning enchanters would mostly stick to easier materials but masters could eventually work with anything.
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leni
 
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Post » Fri Jul 09, 2010 5:35 am

What I thought was silly was when you made a spell that was realy over powered it would say "Mana cost: 745674". how on earth could you get that much mana? If they're gonna have spell making and enchanting like that, at least they could keep it realistic to what you were capable of in game.

I would also like armour customiosation, to be able to cahgne the look of your armour. Like I realy loved the look of Ebony armour but at later levels I had to discard it for use of dearic armour. So how about some deadric armour that I could cahgne to look like ebony armour or maybe make my ebony armour just as strong as deadric.

Another thing that Gix pointed out on "Lets Play Oblivion" was there was no cloth gloves. So he couldnt make his non armoured mage wear all clothing on every part of the body so that he could have the most enchantments and still roleplay.
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ezra
 
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Post » Fri Jul 09, 2010 4:16 am

That could be interesting, but I fear it could lead to the standard of universal "best" armors that hurts late-game customization. I'd rather that enchantment capacity rely on enchanting skill instead of item type, but if both were implemented perhaps higher skill could gradually negate the difference, so that beginning enchanters would mostly stick to easier materials but masters could eventually work with anything.

:thumbsup:
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RObert loVes MOmmy
 
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Post » Fri Jul 09, 2010 6:01 am

That could be interesting, but I fear it could lead to the standard of universal "best" armors that hurts late-game customization. I'd rather that enchantment capacity rely on enchanting skill instead of item type, but if both were implemented perhaps higher skill could gradually negate the difference, so that beginning enchanters would mostly stick to easier materials but masters could eventually work with anything.

How would that be different than now?

Besides, we've (I think you were here for this) already talked about having a large number of factors affecting each type of armor. Mithril having more enchantability points, dwarven being fire resistant, ebony being lightweight, steel can be carburized, glass is very costly to repair, orcish armor can be fluted, and so on. Apply all the factors to all the armor, and it makes a best set to wear for the best situation. Fighting in a volcano against flame atronachs? Wear Dwarven. Going on a mountain trek through Skyrim? Wear Snow Bear armor.
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JESSE
 
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