TES V Ideas and Suggestions #164

Post » Wed Aug 04, 2010 10:13 am

There should be more expensive things. I found in oblivion that money didn't take much effect in the game once your a higher level, and don't just make horses as pets you should be able to get dogs and maybe even creatures.
A lot of people didn't like oblivions level up system but I did. If they make the level up like fallouts then oblivion will lose it's uniqueness and it won't be as fun.
Bigger creatures, oblivion's creatures were strong but it didn't make it epic or scary because they were small. they should have things the size of merunes dagon that you can acually kill.
Also when I enchant my sword with fire i don't want a feint red glow, I want my sword on fire. Like the shishkebab from fallout.


Ehh, there were some pricey unique items around, and most of them were well worth saving up to purchase. Also, houses costed a ton, especially Skingrad's. Other than that, I agree. There should be alot more to do with money after you become sprawling and rich.

Oblivion wasn't really unique. Their leveling system was terrible in the sense that it didn't matter if you leveled or not, the game was always the same. It made no sense that because YOU worked so hard to get better, than somehow every cheap two-bit theif got extravagent armor made of volcanic glass, and every bandit in the world somehow got a demonic soul bound into ebony armor. In Morrowind there was a mix, and it was perfect.

A few giant creatures would be cool to see, so long as they're tough. I remember the first time I saw a Bull Netch in Morrowind... I turned and ran the other way. Of course, turns out they're just huge one-hit kills.

Personally, I don't want to see my sword on fire from enchantment. I do, however, want to see my sword light up with fire as I make contact, same with my opponent. A sword like Truflame would be cool, with permanent fire on it, along with a tough quest like Tribunal had for it.
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Wed Aug 04, 2010 5:57 pm

Ehh there's the point, how is he supposed to see your exact skill number, look into your character sheet?

:rolleyes: Realism isn't the most important aspect of the game. Just beause he can't tell your skills, doesn't mean that he'll accept any old person into the guild. I don't want mages being in the top ranks of the fighter's guild, or Fighter's being in the top ranks of the Mages guild. It's even less realistic, than NPC's knowing your stats, anyway.

There should be skill requirements to guilds. I don't want the game to hold my hand, and let me do anything I want, and be anyone I want, when I shouldn't be able to yet, again.

Skills are the most important aspects of RPG's, when they're useless, I might aswell be playing an action game, or an FPS. I want to have to train myself up and earn what I get.

Also, Bethesda, please don't represent half of any daedric lords. Sheogorath was all about the comedic side of insanity in Oblivion. There is more than one side to insanity! There's the paranoid, schizorphrenic side, aswell. In past games, Sheogorath was seen as more of an evil character. He's the one who threw the Ministry of Truth at Vivec! Sheogorath should have represented his dark side more. All I ever saw was him using it as a punch line to some joke. That was just a disgrace to him.

EDIT:
For example, If Sanguine makes a major appearance, he shouldn't be all about the good side of passion. From UESP:

"The term sanguine can mean either "cheerfully optimistic" or "bloody"; the double meaning is appropriate for a prince whose realm encompasses both the light and dark sides of passion."

[/rant]

Also, I shouldn't be able to do a quest for a daedric prince, who I've previously angered. I could do Nocturnal's quest while I was actually wearing the cowl stolen from her!
User avatar
Marquis T
 
Posts: 3425
Joined: Fri Aug 31, 2007 4:39 pm

Post » Wed Aug 04, 2010 9:54 am

Perks:

Here are a few ideas on perks.
The ones you gained in Oblivion and how you got them felt a bit artificial but having some out of there ones would be nice.


So why not splice it up a little.

There are some perks you can learn naturally like new weapon moves, those come naturally over time. Your basic moves are not counted as perks, with a sword that would be thrusting, sidewards swings and chopping down with it. Other moves like a spin attack are perks.
Here it should be done that they are available already but they need to be trained, at first they are a bit to clunky and slow to be really used. But as you rise in level they become more effective.

With the spin attack example, at first it would be a relatively luck based attack, imagine you're surrounded by enemies, out of despair you try a spin attack and actually manage to hit a few, not hard but it may have gotten them off you a bit more. Then later when you're more trained you try it again and really manage to hurt the enemies surrounding you that way, maybe even get a lucky shot that downs one.

Some would only be useful when you reach true mastery (in my system getting over level 100), below that they're still usable but not really useful as they're too random or demand too much of you.
That way it wouldn't feel like “DING – new ability” but “Hey I'm slowly getting the hang of this”.


Others that are more unusual abilities require a trainer to to teach them to you OR another source like scripture to learn them from.
Those too require a learning phase after you acquired them but it generally goes a bit faster.
Here too a few of them could only really become usable when you reach mastery.

A master training you those perks could demand, as I suggested before, a test of skill. If you pass his test he teaches you that new ability.

This could give you a incentive to dedicate yourself to one skill or a certain field of skills without having to force you to learn it as those perks can still be available even when you're lower but not really that usable

As for the naturally learned perks, you can also train them with masters, this makes them accessible (really usable) earlier on.
On that note, trainers shouldn't actually add a new level to you but give you a leveling “speed up”, means you still have to train that ability but it just goes faster thanks to your training.


Also to separate it, I did mentioned some “character traits” before which are kinda like perks but not quite the same.
Character traits can be chosen when you create your character but they're not 100% set in stone, you can actually gain or lose them over the cause of the game. A example would be immunities to diseases, when you contract one in game and cure it out your immunity to that disease rises.
Alternatively a negative character trait can also be battled in game or used to your advantage, imagine you gave your character arachnophobia, when you go of against a spider enemy this “fear” can be crippling to your character making attacks less focused, but the same time the more often you manage to encounter spiders successfully this fear goes down AND it can give you a adrenalin rush making you a more fierce fighter.

However most traits should have no clear positive or negative, they can go both ways.



While the first and third could be discarded as not really being perks I think they do kinda count into this and could help to make characters much more fluent and “unique” to play.
Also it would prevent the “from loser to god” problem where you're to incompetent to breath in the beginning of the game but later kill someone with a sneeze. You would have the very BASICS of what a skill needs, so much that if you're a mage who's out of magica can still grab the next best stick and fight with it. You simply lack the advanced abilities, or rather lack the ability to use those well enough to matter.



It's less on Realism but believability, something doesn't have to be realistic to be believable (Magic is a good example, in the game world that is believable), some points just strain it a bit much (Some regular guy getting set on fire and not even having a scorch mark afterwards).
The focus on clear cut numbers is by no way hindering or HAS to go but it just makes it feel kinda stiff which strains at the believability a bit.
If someone said "You don't look like you have the stuff but let's give you a chance" is more believable than "you're level 8, come back when you're level 12".

As mentioned before, if they're really strict they can tell you "You failed the test because you didn't stick to the conditions we set", like only wining a magic fight by kicking your opponent, that's still fair play, if you manage their conditions despite being on a very low level that just shows you can do it.


I see where you're going with this you almost want to remove all number and any quantization of skills or attributes. I think it would add a realistic side to the game but almost destroy it as an RPG idk if you can really have an RPG without any numbers whatsoever.

We all know actually in game skill isn't exactly what the skill bar shows us but that shows in situations where you actually have to use them.

So basically what you see as TES V game is this: you are a character who has a bunch of stuff he can learn with time but doesn't really know how much he already knows and everything that previously had a skill or level criteria now depends on your actuall skill, I really don't know what that would do to the gameplay either it would remove the obsession with maxing out everything or completely destroy any motivation for improvement, its hard to tell since I've never experienced anything like that. I know one thing for sure tho if Bethesda would actually use this system it would be a HUUUUUUUUUUGE marketing risk so I don't see it happening.

Also I don't think perks should be smooth transition either. I mean either you know it or you dont, sure theres a learning curve and all of that but seriously training perks I wouldn't enjoy that at all to be honest.
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Wed Aug 04, 2010 8:28 am

i hope there no lv cap,i hate those on off line one player games.


Oblivion's perks were fun, but Daggerfall's are way better IMO for personalizing your character.

For those unfamiliar:
You get choices in the beginning of the game of your character's http://uesp.net/wiki/Daggerfall:ClassMaker.

I've made a Dunmer who is resistant to fire and allergic to silver. And a Nord who can't swim, but heals in water.
You can make some really unique characters with this type of perk system.
as long that its optional it would be fine.
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Wed Aug 04, 2010 11:02 am

Post limit. New thread in a short time ............................................

.............................. http://www.gamesas.com/index.php?/topic/1090714-tes-v-ideas-and-suggestions-165/
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Previous

Return to The Elder Scrolls Series Discussion