TES V Ideas and Suggestions #164

Post » Wed Aug 04, 2010 7:37 pm

Im sure I can imagine it pretty accurately no need for you to do work unless you want to.

So the idea exists now it only needs to be updated maybe make climbing a skill?

EDIT: Saw your edit lol

It was also a skill in Daggerfall.
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Verity Hurding
 
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Post » Wed Aug 04, 2010 9:43 am

I know about Just Cause 2's map, but I'm referring to Bethesda's ability to hand-craft a larger world filled with dungeons, settlements, other locations, and quests in a reasonable amount of time. How much time does the actual creation of an Elder Scrolls gameworld take(by hand)? Also, while I believe it is possible to have a larger map, is there any to reason to expect Bethesda to make that larger map?

Well none of us would know really how much time and effort is involved without being part of the project, but "hand-made" is a vague description. It's not like either of those games is just a giant randomly-generated dungeon, nor do I imagine they have no locations and quests and such of their own. The different natures of a game are going to make the same thing involve two totally different efforts, as well; if one game has a badly optimized or glitchy engine it might take longer to make a dungeon, bad AI could make you cut down a settlement's size, and so on. Note that, as I recall, the map for Cyrodiil was generated by computers, not by hand, and then developers starting building things on top of it. It's all up in the air how long these things would take.

As for expecting them to, I've mentioned before that I think a sandbox RPG needs a bigger map than Morrowind or Oblivion provide in order to fully take advantage of their potential, but...a more obvious reason is simply because these other sandbox games are doing it, and companies compete. To make example of another recent topic, why do you think they added full voice acting even if it wasn't efficient, and why it will undoubtedly be done again?
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Gemma Woods Illustration
 
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Post » Wed Aug 04, 2010 9:30 am

Well none of us would know really how much time and effort is involved without being part of the project, but "hand-made" is a vague description. It's not like either of those games is just a giant randomly-generated dungeon, nor do I imagine they have no locations and quests and such of their own. The different natures of a game are going to make the same thing involve two totally different efforts, as well; if one game has a badly optimized or glitchy engine it might take longer to make a dungeon, bad AI could make you cut down a settlement's size, and so on. Note that, as I recall, the map for Cyrodiil was generated by computers, not by hand, and then developers starting building things on top of it. It's all up in the air how long these things would take.

As for expecting them to, I've mentioned before that I think a sandbox RPG needs a bigger map than Morrowind or Oblivion provide in order to fully take advantage of their potential, but...a more obvious reason is simply because these other sandbox games are doing it, and companies compete. To make example of another recent topic, why do you think they added full voice acting even if it wasn't efficient, and why it will undoubtedly be done again?


How long do you think it would take them to make all of Tamriel at a better quality (graphically and functionally) than Oblivion. Or maybe a two parter? Like expansion packs... Maybe make Cyrodiil Morrowind and Skyrim at first and add the others with expansion packs: they make more money we get more stuff and places.

Creating all of Tamriel would be a Huge project tho one of the biggest in non MMORPG gaming history
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jadie kell
 
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Post » Wed Aug 04, 2010 4:27 pm

Well none of us would know really how much time and effort is involved without being part of the project, but "hand-made" is a vague description. It's not like either of those games is just a giant randomly-generated dungeon, nor do I imagine they have no locations and quests and such of their own. The different natures of a game are going to make the same thing involve two totally different efforts, as well; if one game has a badly optimized or glitchy engine it might take longer to make a dungeon, bad AI could make you cut down a settlement's size, and so on. Note that, as I recall, the map for Cyrodiil was generated by computers, not by hand, and then developers starting building things on top of it. It's all up in the air how long these things would take.

As for expecting them to, I've mentioned before that I think a sandbox RPG needs a bigger map than Morrowind or Oblivion provide in order to fully take advantage of their potential, but...a more obvious reason is simply because these other sandbox games are doing it, and companies compete. To make example of another recent topic, why do you think they added full voice acting even if it wasn't efficient, and why it will undoubtedly be done again?

That makes sense, especially considering Bethesda's reputation for sandbox worlds. If you are right. TES V will be my new favorite game by default. I would love Morrowind/Oblivion's exploration times 3(considering an average between Morrowind's and Oblivion's sizes), assuming there will be a significantly larger amount of hand-crafted locations. I think Oblivion's location spacing was perfectly fine and I don't think locations needs to get more spaced out.
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Nicole Kraus
 
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Post » Wed Aug 04, 2010 7:34 pm

How long do you think it would take them to make all of Tamriel at a better quality (graphically and functionally) than Oblivion. Or maybe a two parter? Like expansion packs... Maybe make Cyrodiil Morrowind and Skyrim at first and add the others with expansion packs: they make more money we get more stuff and places.

Creating all of Tamriel would be a Huge project tho one of the biggest in non MMORPG gaming history

Using Oblivion's scale, that would take quite a long time, too long for Bethesda to even consider it.
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cosmo valerga
 
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Post » Wed Aug 04, 2010 4:17 pm

I guess we should look at FO3 idk if the map is bigger then Oblivion I'm pretty sure it isnt: which would indicate bethesda is focusing on the quality of the maps more than the size and considering how many map expansions there were made for fallout 3 we should expect the same to happen with TES V... just saying we can predict what Bethesda will do from what their style is now.
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Samantha Wood
 
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Post » Wed Aug 04, 2010 12:18 pm

They are gonna stick to one province

in fallout 1 and 2 interplay did all of california, while in fallout 3 bethesda only did washington dc

they will probably limit it to one or two provinces, scaled to be a proportionate size to accepted maps of the empire and the size of the previous game

it would be cool if the game took place apart from the whole save the empire theme, as the empire would collapse with no emperor, perhaps you would have the option of leading or quelling a rebellion, without some old man telling you it is your destiny
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Multi Multi
 
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Post » Wed Aug 04, 2010 5:02 am

I miss the old days were it would literally take a whole day (Earth day) just to get to a city.
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Russell Davies
 
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Post » Wed Aug 04, 2010 4:52 pm

They are gonna stick to one province

in fallout 1 and 2 interplay did all of california, while in fallout 3 bethesda only did washington dc

they will probably limit it to one or two provinces, scaled to be a proportionate size to accepted maps of the empire and the size of the previous game

it would be cool if the game took place apart from the whole save the empire theme, as the empire would collapse with no emperor, perhaps you would have the option of leading or quelling a rebellion, without some old man telling you it is your destiny


Oblivion --> Shivering Isles

TES V "X" --> Another province? I find it very probable they'll do more than one province. First one will be probably medium sized next one small my guess is Skyrim and High rock (all speculaiton and wishes tho)
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GPMG
 
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Post » Wed Aug 04, 2010 11:53 am

No, it doesn't; I wouldn't have suggested the system I just posted for Oblivion. I do think the game needs larger world maps, though, and also expect future games to have them regardless of my preferences. Look at Just Cause 2 and Red Dead Redemption as recently and soon-to-be released examples, both of them sandbox games with substantially larger worlds than Oblivion, which itself was larger than Morrowind. Daggerfall was possible because the technology at the time allowed for very simple graphics generated by very simple code, which could be handled by old computers. Morrowind had more advanced graphics, detailed environment, and a much "heavier" game engine that consumed a lot more system resources, making the same size prohibitive, but as technology improves so does our ability to fiddle with it. When 2D jumped to 3D we had lots of suddenly confining games and ugly polygons, but now we're getting in higher ranges.

Besides, as is the point of the thread, it's a suggestion for TES5, not 3 or 4. It won't fit in 16 square miles, but how about 40? 80? Aside from expecting a bigger map, I'm also suggesting one at the same time.

After factoring in the speed of the game, Oblivion's world was ultimately smaller in a way, in that it took less time to travel from on end to the other.

Now, I do think that TESV should be a much larger world. Video games are getting to be bigger, and machines are able to better run them, so I suspect that they will indeed get larger. But the problem with larger maps is that it either takes more time to hand place everything, or you just get more bland generated landscapes as in Oblivion.

I guess we should look at FO3 idk if the map is bigger then Oblivion I'm pretty sure it isnt: which would indicate bethesda is focusing on the quality of the maps more than the size and considering how many map expansions there were made for fallout 3 we should expect the same to happen with TES V... just saying we can predict what Bethesda will do from what their style is now.

FO3 was likely not as big. The map itself may have been comparable, but the gameworld really wasn't as wide open as TES, namely in DC Proper. If you walk through the streets, you'll notice a lot of roads are completely filled up and blocked by large piles or rubble, extremely reducing the surface space of the world.
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Victoria Vasileva
 
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Post » Wed Aug 04, 2010 12:27 pm

Oblivion --> Shivering Isles

TES V "X" --> Another province? I find it very probable they'll do more than one province. First one will be probably medium sized next one small my guess is Skyrim and High rock (all speculaiton and wishes tho)

Tes V: Skrim (assumed) --> Solstheim (again) and Glacier Crawl
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Breautiful
 
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Post » Wed Aug 04, 2010 3:59 pm

Making all of Tamriel would just not be worth it. Oblivion and Morrowind are one province (Morrowind's only half a province, sort of,) and it took me about 2 years to get bored with everything in Oblivion and maybe 3 or 4 in Morrowind.

If they make the entire landscape as big as these games, then I can assume it would take well over 12 years to make the landscapes, cells, and quests in each province, considering it took like 2-4 years for Oblivion and has been 4 years since Oblivion with not so much of a hint as to the next one, which they've likely been developing for a while.

What Fallout 3 did that was so much better than MW/OB was random encounters. Depending on your actions, or just randomly in general, you'd run into an event at random. I thought it was so cool after blowing up Megaton to run into refugees who tried to kill me. Or when I was a slaver, I ran into a small group of slavers who were pissed that I was outshadowing them, so they tried to eliminate the competition.

I also want a FO3 type companion system. Made the entire game so much more enjoyable to have someone with you.
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HARDHEAD
 
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Post » Wed Aug 04, 2010 11:33 am

It's supposed to represent walking, but is implemented in a way that makes it in all ways superior to all other forms of travel available, including anything Morrowind gave you access to, even teleportation.

Just to nitpick, I have to point out that Morrowind's teleportation allows you to fast travel from just about anywhere at anytime, even from the depths of a cave, even from combat.

The point is that walking-based travel would actually simulate walking. There would be other methods of fast travel available, such as caravans or silt-strider type "bus" services that take you between cities, being fairly safe and reliable, magical teleportation, boats, etc. A larger map would warrant not just Morrowind options but additional methods, like guides; these would be NPC's who are skilled in cartography, just as a mercenary is a combat-skilled NPC. You could hire a guide to take you into the local wilderness, depending on the individual's talent and willingness to go into danger, for a fee. If you pay extra, they'll wait around the location to take you back. Thieves might have secret tunnels between cities and wilderness hideouts, the Fighters Guild could clear new roads for easier passage, and so on. Pretty much any character could zip between cities without problem, save for in-game events that block roads or something. Relatively seamless wandering throughout the wilderness, however, would be the domain of characters who are themselves skilled explorers.

There is so much right with your travel suggestions, I can't think of anything else to add. :goodjob:
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Post » Wed Aug 04, 2010 1:12 pm

Just to nitpick, I have to point out that Morrowind's teleportation allows you to fast travel from just about anywhere at anytime, even from the depths of a cave, even from combat.

Ah, but to counter-nitpick, teleportation spells could only take you to specific locations and could only sometimes take you back, if you didn't mind overwriting your Mark, so I felt the escape value didn't outweight it, since otherwise you just have to backtrack through areas you've already cleared to get there.
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CHARLODDE
 
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Post » Wed Aug 04, 2010 10:00 am

I like a lot of these travel ideas. Please bring back Morrowind's mach 3 jump/travel method that would just be fun to have again. I loved seeing Balmora fly 1000yds under me. Big thumps up for whoever put that crazy mage in the game with those traveling scrolls. Two of my favorite memories of Morrowind was seeing the mage drop out of the sky and the first time I levitated. The levitation was surreal to me. These were cut in Oblivion in part because of town/city zones.
I feel the town/city zones broke up the wide open world feel. It felt like voids separated quest hubs, where players spent a lot of time moving in and out of, from the rest of the world. Zoning a house or a cave is natural in real life they are zoned by doors or entrances. Cities and towns morph into the country side. Even fortified cities sprawl beyond their walls. I think this is partly why the city zoning created disconnects in the game for me, which is sad since Cyrodiil had so many cultures and architectures that were supposed to blend together. The trade off for higher detailed graphics was not worth giving up a seamless world where you could stand on a distant hill and see the ant people going about their business or the super jump and levitating spells.
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Terry
 
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Post » Wed Aug 04, 2010 4:01 pm

I like a lot of these travel ideas. Please bring back Morrowind's mach 3 jump/travel method that would just be fun to have again. I loved seeing Balmora fly 1000yds under me. Big thumps up for whoever put that crazy mage in the game with those traveling scrolls. Two of my favorite memories of Morrowind was seeing the mage drop out of the sky and the first time I levitated. The levitation was surreal to me. These were cut in Oblivion in part because of town/city zones.
I feel the town/city zones broke up the wide open world feel. It felt like voids separated quest hubs, where players spent a lot of time moving in and out of, from the rest of the world. Zoning a house or a cave is natural in real life they are zoned by doors or entrances. Cities and towns morph into the country side. Even fortified cities sprawl beyond their walls. I think this is partly why the city zoning created disconnects in the game for me, which is sad since Cyrodiil had so many cultures and architectures that were supposed to blend together. The trade off for higher detailed graphics was not worth giving up a seamless world where you could stand on a distant hill and see the ant people going about their business or the super jump and levitating spells.


Speaking of loading times; you had those in MW as well as in OB, but I think it's possible to remove them (well, not notice it) nowadays, EVEN if zones or cells are still used. The implementation would be fairly simple, if the game is catered to multi-core: you just use the second (or third, etc.) cpu to load it in advance, before you get to it. This could be as simple as using a formula where the cell closest to you in the direction you are going will be loaded by the second core, while you are still in the first zone/cell. By the time you actually get to the next area, it seamlessly goes into the already pre-loaded part, etc. It would require some multi-threading, but all in all, it would be fairly simple as a concept, and, within the game, you wouldn't notice anything, since the loading would be done in the background by another core. No more loading signs or stuttering!!
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Michelle Serenity Boss
 
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Post » Wed Aug 04, 2010 8:18 pm

They need to add more people to the cities. I walk in the Imperial City and expect a large amount of people, (travelers, merchants, tourist, etc) but all I get is just the residents. Only mods for Oblivion can fix this, and that leads to a big downfall to other people on consoles.

Journalism, perhaps?

More drinks than wine....and beer and ale and w/e....I want some store bought fruit juice! Or, obviously, water. What happened to the water!? Cyrodiil is a bad place with no water.

Morrowind level system. Enemies don't rely on you to determine their level and whatnot, but they are like where in Morrowind, you go near the middle, the enemies are harder....MUCH harder. Like level 10s and such while you're at level 1.

More wildlife...that doesn't want to kill you. Bears, I can understand. But wolves!? I don't think wovles would attack a man walkin' 'round in full Daedric armor. They'd run like hell...or I would. Also, add birds, and rabbits. More textures/skins for animals....not all rats look like brown little demons.

Varied hostiles. In Morrowind, there was like creatures such as a Guar that no one has heard of before....but in oblivion....its pretty much "Oh hey look a ogre....I know what those are." In Morrowind, it's full of surprises. In Oblivion, no crazy badass creatures.

If there is like a city that gets annihilated, after you solve the problem of its raiders/attackers, (hint hint like Kvatch), they start to rebuild the city. It was tiring while on the xbox I only saw Kvatch in ruins....when he said that they'll rebuild her again. This kind of ruined my Oblivion day.

Oh...the forts! My goodness. Isn't there at LEAST ONE fort not occupied by bandits or something!? I don't recall so in Oblivion. Make some forts such as in Morrowind, where there was actually forts inhabited by legionaires and whatnot. And mines...No mines had actual people working in them! (Besides one or two) And the ayleid ruins.... :shakehead: They were poorly designed at some stages. All looking the same...and no secret ayleid ruin that has color in it. Blegh! Add more varieties too. In forts, they are mazes. Not ALL forts are mazes!! Add like tombs...and crypts and the like.

Ah, one more thing. I don't want to be rushed in the main quest. I don't want to feel guilty in Oblivion if I don't bring the amulet. I want it to be like...Okay...here ya go, take this. When you're ready, go find ____ and he'll give you orders. And then maybe that slowly develops into the main quest? The guy notices how excellent you are in combat, then generally does missions for the empire and then you are told to go save the world? Something like that.

:blink: This is alot of things I, and I KNOW others, hope to see in the future Elder Scrolls game, and even if this is not added in...it will still be a fun game. Bethesda does that :dance:
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Josh Sabatini
 
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Post » Wed Aug 04, 2010 8:16 pm

I think that fast travling to major cities(mabye inn's and such) should be the only fast traveling in game. As many have said, with making fast travling they remove the aspect of adventure and curiousity!

By the way, cheats are for people who svck too much to do it themself... Just saying...

Regards ~ Kvamme
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Nomee
 
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Post » Wed Aug 04, 2010 4:57 am

They need to add more people to the cities. I walk in the Imperial City and expect a large amount of people, (travelers, merchants, tourist, etc) but all I get is just the residents. Only mods for Oblivion can fix this, and that leads to a big downfall to other people on consoles.


I agree completely with this to be honest the cities look almost dead to me I want to see live and fluid cities. One thing we should mind here is that Bethesda programmed AI for every individual NPC's actions during the whole day and even wrote what they do in extreme situations and such.

There are some respawning, repeating NPC's such as Bandits and all that, who don't have individual AI written if it would be possible to implement such characters in the next game example: traveling merchants, explorers such as yourself, mercenaries even refugees perhaps?

Where I would like to see this most is in the market, if you went to the market in medievil times you would see tons of people squashed into a tiny space with stands selling almost everything, people looking for a good deal, merchants shouting out their offers and fighting for attention of the customers, THAT is what I would really want to see if they added a few unique events to this (carnivals, harvest celebrations and all that stuff that makes the environment feel alive) I see no reason Bethesda would be unable to do this if not very well.
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Natasha Biss
 
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Post » Wed Aug 04, 2010 5:07 am

I agree completely with this to be honest the cities look almost dead to me I want to see live and fluid cities. One thing we should mind here is that Bethesda programmed AI for every individual NPC's actions during the whole day and even wrote what they do in extreme situations and such.

There are some respawning, repeating NPC's such as Bandits and all that, who don't have individual AI written if it would be possible to implement such characters in the next game example: traveling merchants, explorers such as yourself, mercenaries even refugees perhaps?

Where I would like to see this most is in the market, if you went to the market in medievil times you would see tons of people squashed into a tiny space with stands selling almost everything, people looking for a good deal, merchants shouting out their offers and fighting for attention of the customers, THAT is what I would really want to see if they added a few unique events to this (carnivals, harvest celebrations and all that stuff that makes the environment feel alive) I see no reason Bethesda would be unable to do this if not very well.


I would love that :)

Regards ~ Kvamme
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Jenna Fields
 
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Post » Wed Aug 04, 2010 9:49 am

I agree completely with this to be honest the cities look almost dead to me I want to see live and fluid cities. One thing we should mind here is that Bethesda programmed AI for every individual NPC's actions during the whole day and even wrote what they do in extreme situations and such.

There are some respawning, repeating NPC's such as Bandits and all that, who don't have individual AI written if it would be possible to implement such characters in the next game example: traveling merchants, explorers such as yourself, mercenaries even refugees perhaps?

Where I would like to see this most is in the market, if you went to the market in medievil times you would see tons of people squashed into a tiny space with stands selling almost everything, people looking for a good deal, merchants shouting out their offers and fighting for attention of the customers, THAT is what I would really want to see if they added a few unique events to this (carnivals, harvest celebrations and all that stuff that makes the environment feel alive) I see no reason Bethesda would be unable to do this if not very well.

Ai can take up a crap load of space. I'd like to see three discs. One with the basic game, one with the voice files, and one with Ai.

You would only need the first disc to play, the rest is optional. (those who can't install all the discs on thier consoles shouldn't be forced to buy a hard drive)
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Charlotte Lloyd-Jones
 
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Post » Wed Aug 04, 2010 4:25 pm

  • Please keep ESV class-centric. The skills you don't choose for your class, you should either be very ineffective, or not be able to use that skill at all. For example, if you don't choose any magic schools, you shouldn't be able to cast a spell. You'll need to train those skills up and raise magicka levels.

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BethanyRhain
 
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Post » Wed Aug 04, 2010 2:01 pm

  • Please keep ESV class-centric. The skills you don't choose for your class, you should either be very ineffective, or not be able to use that skill at all. For example, if you don't choose any magic schools, you shouldn't be able to cast a spell. You'll need to train those skills up and raise magicka levels.


I'd like it if spells would fail like Morrowind, but melee/range attacks would always hit, at least if the enemy isn't in combat, but very low. I was recently doing the Raven Rock quest where I had to beat up Hroldar the Strange, and it was so annoying, because my Hand to hand skill was 5. I had to console up my level. I hate doing that.

Either that, or don't give us any quests like that.


But either way, yeah, I shouldn't be able to use any weapon effectivly, even without the skill. If I don't know how to use it, I'd either have to practise on mud crabs, or pay for some training. I'd also like for training to be how it was in Morrowind, only cost a lot of money. I think this would be a perfect money drain. I know it is in Morrowind with the various balance mods I have. It should also take longer to level up, to tempt me into dishing out all my money for training.

EDIT:

A note on allowing spells to fail:

Realism: To cast a spell, you need to remember words, and move your hands correctly. A lot harder to remember than poke with the pointy end.

Gameplay: If you can't cast a spell, but need to, you can always either get a scroll or cast a lower level version of the spell.
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Victoria Bartel
 
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Post » Wed Aug 04, 2010 4:39 pm

I'd like it if spells would fail like Morrowind, but melee/range attacks would always hit, at least if the enemy isn't in combat, but very low. I was recently doing the Raven Rock quest where I had to beat up Hroldar the Strange, and it was so annoying, because my Hand to hand skill was 5. I had to console up my level. I hate doing that.

Either that, or don't give us any quests like that.


But either way, yeah, I shouldn't be able to use any weapon effectivly, even without the skill. If I don't know how to use it, I'd either have to practise on mud crabs, or pay for some training. I'd also like for training to be how it was in Morrowind, only cost a lot of money. I think this would be a perfect money drain. I know it is in Morrowind with the various balance mods I have. It should also take longer to level up, to tempt me into dishing out all my money for training.

EDIT:

A note on allowing spells to fail:

Realism: To cast a spell, you need to remember words, and move your hands correctly. A lot harder to remember than poke with the pointy end.

Gameplay: If you can't cast a spell, but need to, you can always either get a scroll or cast a lower level version of the spell.


I think the whole Morrowind battle system is... Fail. hate the magic thingie :obliviongate:
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Pants
 
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Post » Wed Aug 04, 2010 1:24 pm

Either that, or don't give us any quests like that.

Or rather, give us alternatives.
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saharen beauty
 
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