TES V Ideas and Suggestions #164

Post » Wed Aug 04, 2010 6:38 am

Welcome to TES V Ideas and Suggestions # 164

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/
http://www.gamesas.com/index.php?/topic/1089003-tes-v-ideas-and-suggestions-163/
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Solène We
 
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Post » Wed Aug 04, 2010 11:31 am

I'd love more guilds, especially more chances to be evil besides the assasin and thieves guild, like a necromancer guild, a mercenary/marauder guild, a tribal guild with shamans and war chiefs, daedric cults and so forth. Also bring back the Imperial Legion and Cult :)

And no/little leveling creatures and items! It was way funner in morrowind running into a ruin because I'd be scared I wouldn't be strong enough to fight what was in there. It also means many items are way too easy to get.
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Ana Torrecilla Cabeza
 
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Post » Wed Aug 04, 2010 4:48 am

A bandit guild/gang.
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teeny
 
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Post » Wed Aug 04, 2010 8:49 am

A less complicated CS. I think that the Oblivion construction set was pretty over complicated. I can mod Morrowind fine, but Oblivion just seems... confusing. Mostly because of the rubbish naming system. I preferred "ex_hlaalu_canol_01" to 00909684hf432, or whatever.

ex = exterior
Hlaalu = Hlaalu arcitechture
Canol = Canol Piece
01 = first of a few.


That's so much easier. Sure, perhaps there was a system to the naming conventions in Oblivion, but it was still too over complicated.
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Max Van Morrison
 
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Post » Wed Aug 04, 2010 4:25 am

A less complicated CS. I think that the Oblivion construction set was pretty over complicated. I can mod Morrowind fine, but Oblivion just seems... confusing. Mostly because of the rubbish naming system. I preferred "ex_hlaalu_canol_01" to 00909684hf432, or whatever.

ex = exterior
Hlaalu = Hlaalu arcitechture
Canol = Canol Piece
01 = first of a few.


That's so much easier. Sure, perhaps there was a system to the naming conventions in Oblivion, but it was still too over complicated.


And yet it wasnt customizable enough. There were HEAPS of things I wanted to do that wernt able to be changed in the CS. Things that were in the game but the CS didnt have the options to change them.
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Luis Longoria
 
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Post » Wed Aug 04, 2010 1:53 pm

If I may give my opinion, the things I would most like to see in TESV are as follows:

1. MASSIVE scale of some creatures. Giant dragons and sea monsters an mountain spirits at least twice as tall as the boss in Oblivion.

2. While we're on the subject of sea monsters, I'd like to see sea faring missions. You should be able to build a crew of privateers and traverse oceans in real time (perhapse meeting up with some aformentioned oceanic baddies ).

3. Graphics. TES4 was graphically a cut above the last one, but this one should take advantage of the HD craze. I would love to see TESV looking graphically like FF13 and GOW3

4. Physics engine was, in one word, awesome, but everything was sort of "ragdoll." If there is any way to improve on that, I would definitely be psyched to see it.

5. Combat move variations were a little difficult to use, maybe a tweeking there.

6. Story and dialogue were one of my favorite parts of TES4, TESV has to be good as well.

7. Environmentally specific controlls? It is a leap for an RPG, sure, but if there was any game to blur the genre lines, it would be this one. I like the concept that in some games, when there is an action sequence, that you can push a set of buttons and effect the outcome. This happens in games like God of War and Resident Evil 4, two very good games. It adds an element of suspense, realism (in that you must pull off something unique and quick to get out of a unique situation), and it gives a break from the usual button mashing.

So, yeah, those are my ideas for now, the big ones anyway. I hope you'll take them into consideration, TES Staff!
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Amanda Furtado
 
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Post » Wed Aug 04, 2010 1:17 am



2. While we're on the subject of sea monsters, I'd like to see sea faring missions. You should be able to build a crew of privateers and traverse oceans in real time (perhapse meeting up with some aformentioned oceanic baddies ).



I remember a while ago, we were talking about a pirate's guild.

All the boats and ships in the game world could be stealable. And when you get a high enough rank, quest could involve sailing to coastal villages and plundering them. If they bring political influence back into the game, you could storm the castle of a city with your crew and bring it under the control of the pirate faction.

And it would be cool if there were some trade ships sailing between ports that you could highjack.

And if you do these kind of things without joining the pirate's guild first, you become an enemy of the pirate's guild.
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Emilie M
 
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Post » Wed Aug 04, 2010 5:43 am

hmm, pirates guild? How about many pirate factions.
when I think of guild I think official. Officials and pirates both carry big sticks, but pirates rule by the power of their stick and little else.

Stick is not a metaphor, get your mind out of the gutter.
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CYCO JO-NATE
 
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Post » Wed Aug 04, 2010 7:53 am

I remember a while ago, we were talking about a pirate's guild.

All the boats and ships in the game world could be stealable. And it would be cool if there were some trade ships sailing between ports that you could highjack.

And if you do these kind of things without joining the pirate's guild first, you become an enemy of the pirate's guild.


Now that does sound pretty fun! Also, I would like to see some kind of animal trainin and mounting. Yknow, if I could train a huge bear or something (or perhapse flying creature?? :) ), I could eventually ride it. And while still on the subject, how bout some mounted combat, people? Either you fighting while mounted, or you limitedly cpontroling the mount, or hell, why not both? I think it would be kind of cool controling a horse's kick or a bear's swipe or bite at an enemy.
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ZANEY82
 
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Post » Wed Aug 04, 2010 1:36 pm

1. MASSIVE scale of some creatures. Giant dragons and sea monsters an mountain spirits at least twice as tall as the boss in Oblivion.

While we should steer clear of cliché games, I do agree with you. Though, almost every rpg has dragons in it. TES is all the more awesome because the only dragon is in Akavir, which we'll probably never see. (I don't count akatosh as a dragon - it's a god, in dragon form)

I would love to see a sea monster in the game though. I think real life depths of the water are scary as hell. Imagine being in the proximity of a 100 foot giant squid? I'd like some kind of huge aggresive whale creature, too. now THAT could be amazing. There needs to be a feeling of helplessness, also.

All these creatures could be hunted in some kind of boat. It would be hard, and you'd eventually be able to make some good money from what you get. I also think this could fit in really well with Skyrim. For some reason I think the Nords would be great whalers, and thier elemental religion would involve the sea somehow.

This could be a good way of trying to limit how far out the player can go, if there's a sea nearby.

It could be a nice easter egg, to find a skeleton of a whale, with a sketon of a human in the belly. ^_^ Unless Bethesda wants to steer clear of religion.

3. Graphics. TES4 was graphically a cut above the last one, but this one should take advantage of the HD craze. I would love to see TESV looking graphically like FF13 and GOW3

While I would like to see nice graphics, I'd rather they concentrate more on world building, and uniqueness. These should prioritise more in the visual side of things.

6. Story and dialogue were one of my favorite parts of TES4, TESV has to be good as well.

I'd like to see something more like Morrowind. It wasn't a blatant "This is the bad guy, kill him" kinda thing. In Morrowind, Dagoth Ur was actually quite noble, he was just doing things the wrong way, and had gone insane.

7. Environmentally specific controlls? It is a leap for an RPG, sure, but if there was any game to blur the genre lines, it would be this one. I like the concept that in some games, when there is an action sequence, that you can push a set of buttons and effect the outcome. This happens in games like God of War and Resident Evil 4, two very good games. It adds an element of suspense, realism (in that you must pull off something unique and quick to get out of a unique situation), and it gives a break from the usual button mashing.

While I do agree in this aspect, the FPS style of play is what made TES different to others, and I wouldn't want the dedicated fans to have to lose what they love about TES. Although, I would like a more flexible modability to the game. I'd like to be able to mod in some kind of action game controls.
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Daniel Lozano
 
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Post » Wed Aug 04, 2010 3:29 am

if TES V is released for the current gen and it have a similar graphics it would be awesome if we could go to Cyrodiil too.

.

3. Graphics. TES4 was graphically a cut above the last one, but this one should take advantage of the HD craze. I would love to see TESV looking graphically like FF13 and GOW3

um the thing if TES V is for the current gen(which i don't think it will) then that wont happen since open world games usually doesn't not have as great graphic compared to non open world game.
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marie breen
 
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Post » Wed Aug 04, 2010 4:37 pm

I personally don't want guilds to be epic "end of the world" affairs. In Morrowind, the Mages Guild story was about uncovering information about the Dwarves and their dissapearence and dealing with corruption in the guild and Telvanni influence. It was awesome, felt like I was in a business association with a bunch of [censored] mages. Which is true.

In Oblivion, it was about SAVING THE WORLD FROM THE KING OF WORMS, who, by the way, wasn't even the King of Worms.

In Morrowind, the Fighters guild was about serving and protecting, and destroying the connection between the guild and the crime syndacite Commona Tong. In Morrowind, it was SAVING THE COMMONERS FROM RUTHLESS KILLERS OR THE FIGHTERS GUILD IS NO MORE!!!

I felt that alot of the guilds stories outshadowed the main quest. Shouldn't be that way. Main Quest = epic, save the world. Faction Quests = perform small jobs at first, perform important jobs later, not saving the world.
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Elina
 
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Post » Wed Aug 04, 2010 5:07 pm

While we should steer clear of cliché games, I do agree with you. Though, almost every rpg has dragons in it. TES is all the more awesome because the only dragon is in Akavir, which we'll probably never see. (I don't count akatosh as a dragon - it's a god, in dragon form)

I would love to see a sea monster in the game though. I think real life depths of the water are scary as hell. Imagine being in the proximity of a 100 foot giant squid? I'd like some kind of huge aggresive whale creature, too. now THAT could be amazing. There needs to be a feeling of helplessness, also.

All these creatures could be hunted in some kind of boat. It would be hard, and you'd eventually be able to make some good money from what you get. I also think this could fit in really well with Skyrim. For some reason I think the Nords would be great whalers, and thier elemental religion would involve the sea somehow.

This could be a good way of trying to limit how far out the player can go, if there's a sea nearby.

:nod:
I don't care what it is, a giant sea-monster, a whale, or a huge shark. If I see anything bigger than my character in the water, I'm out. It's just human instinct.
For some reason I'd imagine it being a lot more fun in the game. Concerning real-life, however... I'd like nothing bigger than me in the water. People drop close to the bottom of the food chain as soon as we get up to the thigh in an open ocean.
I'd like to see something more like Morrowind. It wasn't a blatant "This is the bad guy, kill him" kinda thing. In Morrowind, Dagoth Ur was actually quite noble, he was just doing things the wrong way, and had gone insane.

Bad paths are paved with good intentions.
Most "evil" people are rather mentally insane, or they were trying to do something good, but it got out of hand in one way or another. So it'd be nice for the bad guys this time around to not be like: "We worship a higher power of destruction, death, and chaos. We kill anybody we want, we have secret organizations separated from society, and you have to kill somebody in order to be initiated."
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Adriana Lenzo
 
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Post » Wed Aug 04, 2010 10:38 am

It's perfectly possible to have open world games for the current consoles that have much better graphics than Oblivion. Look at Just Cause 2- Better graphics with an even bigger landmass than Oblivion.

With that said, here's some more of my random hopes and wishes:

Awe-inspiring locations/creatures with feelings of scale and "epicness" - I want large underground caverns like the Mines of Moria in a few places, in contrast to the cramped tunnels in Oblivion. Huge structures and towers, and huge monsters (ex: Godzilla-sized ogre dragon demon troll thing). Combat with these creatures shouldn't be the basic "hack and slash" and should involve strategy and um, maybe some platforming (Shadow of the Colossus anyone?). I know that's not what the series is about, but it's too awesome not to have. Of course these encounters would be very rare.

Larger variety of creatures. Especially in air and under water. In Oblivion, there was only one type of enemy in water and no airborne ones.

Change in mechanics of how staves work. Make them 2 handed melee weapons that can be used to attack and defend, based on your Polearm skill. Magic staves offer bonuses to magic-related skills/attributes, or the ability to charge spells, fire full-auto, etc. Rare/artifact magic staves can keep the "magic-gun" mechanism in Oblivion.

Mounts. Make them useful, actually faster than walking, and allow mounted combat. More variety, such as polar bears / whatever. Flying mounts too. Your mounts could also carry extra supplies.

Get rid of fast travel, bring back the Morrowind system.
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Charlotte Buckley
 
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Post » Wed Aug 04, 2010 11:21 am

Does Fast-Travel really affect the game?

It doesn't really do too much, to be honest. It lets us travel from one place to another immediately without the hassle of spending the time or running from monsters. But to everybody who uses fast-travel and says there's nothing too interesting to look at anyway, I'd like to ask you all to try something. If you venture off the roads a little ways, if you let that innate human curiosity take control of you for just a few moments, and just walk through the wilderness, you can discover ruins, forts, caves, settlements, shrines, characters; and so many more unique things. I traveled through the mountains in Oblivion the other day, and the first thing to catch me by surprise is that they had stone platforms with torches on them, and bridges built there. For a moment, things were sort-of normal, it was a "Oh cool, look what they have... on to the task I was completing." sort-of deal. However, I climbed it. At first, I thought "No point, not much up here to look at." but as I kept going up, and as the world got smaller and smaller, I realized how amazing the environments in Oblivion really are.

Sure, they aren't giant colorful mushrooms and exotic plants. But think of how far games have gone since they were first invented. We've gone from a moving 2D block on a screen, to games like this. Keeping this same mentality, I hurriedly ran down the mountain towards the towns and started talking to the people. I understand how the system works, we press a button, the system recognizes that button being pressed, and reacts accordingly. But look at how far Bethesda, as a company, has come. They've created little worlds full of people we can befriend, destroy, trick, steal from, give to, and get to know. They've created roads that diverge and go into the dense woods were we'll run into something we've never quite seen before. They've created creatures for us to hunt, and for us to be hunted by. They've created items and clothes for us to use, and systems to help us use them better.

I can understand walking around can be a bit boring when you're traveling the same path, but it happens in real-life too, and that's a small fraction of what these games are, a representation of a world similar, but very different than our own. The way from Anvil to Bruma might be boring, so change it up a little. Cross the mountains, explore the streams, swim in the ponds, walk over the hills; explore. Because exploring, whether it be possibilities, the fictional aspects, or the in-game world itself; are what these games seem to be about. It's like a relaxing method, honestly. :)

Removing exploring is taking out a major aspect to the game that makes it unique, which is why, fast-travel or not, as long as we aren't confined to a linear path, there can be another TES, and it can be breath-taking. However, fast-travel does motivate us to explore less, and just go through quests mindlessly, which is why I think it should be a little more restricted. Perhaps just going city-to-city with fast travel is the way to go. It allows the world to seem huge, the areas more separated, and it keeps the spirit of exploration alive without forcing us to go run everywhere because we can teleport somewhere relatively close. I believe the Morrowind system was the best for Fast-Travel, but Fast-Travel can be ignored, it just takes a bit of willpower, and a whole lot of patience.

Some things surely need to be improved upon after Oblivion, but Bethesda's other games afterword show us that they have been a lot. And Bethesda spent some time re-developing their whole "engine" as well, meaning that the next game has even more potential than all of the games in the past.
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Guinevere Wood
 
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Post » Wed Aug 04, 2010 8:13 am

Does Fast-Travel really affect the game?

Yes. Implementing fast travel has terrible side effects, whether they try to get it out, or not.

It will cause a less fun and detailed scenery. There's hardly any reason to see it. Quests WILL be centered around it. it'd be how they test. Any Morrowind type fast travel system wouldn't be fully implemente to a good standard. It's not high priority.

It can't be helped. I've suggested many times, either:

1. Add a spell that allows the player to use a fallout-style fast travel system. It would be in scroll and potion form, for non mages, too.

2. Create a Morrowind style game, and add in free DLC as soon as the game is released, to give a instant fast travel system.

Personally, I think #1 is fool proof, and it is a great comprimise for everyone, althogh, there is always someone who "doesn't use magic". I swear, some people can't be pleased with anything less that exactly what they want, when they want.
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Connie Thomas
 
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Post » Wed Aug 04, 2010 3:20 pm

[snip]

Lol, that's people.

Gotta love 'em.

But, you can test the game by instantly going somewhere without fast travel. I just have to hit tilde (meaning ~) and type in something like... (off the top of my head) "coc AnvilArvenaThelasHouse" or "coc ICMarketDistrictRindirsStaffs". Even stuff like "coc DiveRock" works. :shrug:

Testing a quest really doesn't take that long when you can just teleport to were you left it. PC users are very tempted to use a much more specific fast-travel, we're also tempted to use "unlock" "kill" "tgm" "tcl" and "tfc".
TGM enables "God Mode"
TCL lets us pass through objects (even walls) and fly through the air.
TFC gives us a flying camera where we can't control our character until we type it in again so we can scope out an area.

I'm guessing that you rather have never heard of the console, or you haven't played Morrowind or Oblivion on the computer... which is probably a good thing. I know I can get through playing TES:V once with NO codes... but the second time through... it'll be a bit more difficult.

But in short, they really didn't need fast travel to test their quests. It was purely for people who bought the game... probably more-so for those using consoles.
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Christina Trayler
 
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Post » Wed Aug 04, 2010 5:06 am

I want small mud crabs, and small rats. And I want to be able to choose my body type.
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BRAD MONTGOMERY
 
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Post » Wed Aug 04, 2010 8:15 am

The Naked Nord from Mournhold should make a guest appearance if it takes place in skyrim
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lauren cleaves
 
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Post » Wed Aug 04, 2010 1:50 pm

While we should steer clear of cliché games, I do agree with you. Though, almost every rpg has dragons in it. TES is all the more awesome because the only dragon is in Akavir, which we'll probably never see. (I don't count akatosh as a dragon - it's a god, in dragon form)

There are dragons all over the place. In TES; dragons shapeshift. I have always assumed that the rust dragons of the imperial archipelago became the palace Guards after the change. The dragons of morrowind were chased to Cyrodiil and Argonia, Where thay either become Imperial soldiers or live in the wild respectivley. Ever wonder why certain NPC's never died? They were dragons. The only place we have been were dragons have taken their true form is near the Illiac Bay, and hat is because they had not yet learned how to shift (note dragonLINGs)
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Ian White
 
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Post » Wed Aug 04, 2010 2:40 am

I believe the Morrowind system was the best for Fast-Travel, but Fast-Travel can be ignored, it just takes a bit of willpower, and a whole lot of patience.


I rather think it is curiosity, and having an interest in what you encounter in the game world, rather than willpower or patience, that allows players to ignore Fast Travel. I think if willpower and patience are requirements for avoiding Fast Travel, then the game needs Fast Travel.

As for how Fast Travel affects the game, here is how I see it. Think of how you, the player, feel when your character is stranded deep in a hostile wilderness with no way home except by travelling step-by-step through that hostile wilderness. Now think of how you feel when you know that home is just one click away. Sure, you can choose not to snatch the easy refuge, but then it's not the game imposing the danger on you, but you choosing to impose the danger on yourself. The flavor is different.
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Steven Nicholson
 
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Post » Wed Aug 04, 2010 1:39 pm

Yes. Implementing fast travel has terrible side effects, whether they try to get it out, or not.

It will cause a less fun and detailed scenery. There's hardly any reason to see it. Quests WILL be centered around it. it'd be how they test. Any Morrowind type fast travel system wouldn't be fully implemente to a good standard. It's not high priority.



That's not necessarily true.

I don't see what you mean when you say, "quests will be centered around it."

As for the less fun and detailed scenery, that only has to do with the size of the map. The bigger the map is, the less little personal touches you'll find while travelling, because there's more space to cover.

I think, if they're gonna go with big and bland, they better go really big, like Daggerfall scale or bigger.

If they're gonna do the opposite, and keep it Morrowind/Oblivion scale, then I want to see as little random generating as possible. I want the designers to put some real love into this wilderness and really focus on the details.

I loved things in Morrowind like the trail of book pages and the naked nords and all the little, carefully placed clusters of trees and rocks.

And, about the animals. In Morrowind there were packs of nix hounds and packs of wolves, then there were the more solitary animals. And rats and kwama foragers were always hiding near bushes, and the kagouti gathered in little valleys, but traveled solo. And everything was very well thought-out and it made sense and it really did a lot for the atmosphere.

And then Oblivion:
Level 1-walk five feet, rat, walk five feet, rat, walk five feet, rat
Level-5 walk five feet, wolf, walk five feet, wolf
Level 10 and up- walk five feet, minotaur, walk five feet....

What's up with that? C'mon!
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Dagan Wilkin
 
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Post » Wed Aug 04, 2010 10:57 am

Something that kind of bugs me is that we haven't heard ANY TES news since November, and that was only the novel (not including the award stuff, etc.)

I'd really like to see a little update on bit of news.

Also, Dragons are supposed to be plentiful in Akivir.
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kat no x
 
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Post » Wed Aug 04, 2010 4:55 pm

Something that kind of bugs me is that we haven't heard ANY TES news since November, and that was only the novel (not including the award stuff, etc.)

I'd really like to see a little update on bit of news.

Also, Dragons are supposed to be plentiful in Akivir.

Wrong. After the most recent war between the Tsae and the Po races, the black dragons are all dead and the red ones are al enslaved by the Tsae.
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Laura
 
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Post » Wed Aug 04, 2010 12:22 pm

Fast travel as a perk for Journeyman level Athletics. Perks are only available for minor or major skills. If you want fast travel, you need to earn it, like mages need to earn teleportation spells.
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MARLON JOHNSON
 
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