TES V Ideas and Suggestions #166

Post » Thu Sep 23, 2010 6:24 pm

I dont think every character should be ripped. Like have the option to be fat. Like fat merchants and fat governors.

A MMO would be insanely fun if they made it so the map was basically every where.

Definately need children or you age to force you to make decisions.

Make rare items more rare.

NPC's have changing personalities based on mood.

Don't always kill NPC just hurt them. Beat them up

ther should also be friends and family like if you kill one persons family member then that whole family hates you

More andvanced combat. Not just swing swing swing. :flamethrower:
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JR Cash
 
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Post » Thu Sep 23, 2010 6:33 pm

I'd like to see different languages in the next TES. I understand Daggerfall had langauges but having never played it, I'm not sure how it worked. However here is how I would see a language skill working:

My lores not perfect, but I would assume Cyrodiilic is spoken to some extent in most provinces, what with the far reaching Cyrodiilic Empire - the player would be given fluency in this language right from the off, so as to be able to communicate with most NPC's with it, who at least have a basic understanding of the language. It would also make sense to give the player fluency in their native language according to their race - I'm not sure how to implement this without putting Imperials at a disadvantage, as Cyrodiilic is obviously their native tongue. Perhaps they would get a choice of a different language as an extra, or receive extra bounuses when talking to a fellow Imperial. Also, if Speechcraft is chosen as a major skill, the player gains one extra fluency of their choice. So, the player has potentially three languages at the start of the game, and all other languages must be learnt.

Learning languages could be done by reading books or visiting teachers, there could also possibly be spells which translate what another character is saying, or the possibility to hire a translator to speak for you. The player should learn the language in stages - for example, basic understanding, intermediate understanding, advanced understanding, fluent. Depending on your stage of understanding, less or more of the dialogue would have a translation.

While most NPC's will know Cyrodiilic, there should also be large communities who's Cyrodiilic is very limited or non-existent. When talking to these characters without the knowledge of their language, there would be no subtitles and the spoken words would obviously be foreign. Once the language is learnt, however, the speech would still be alien but the subtitles would be a translation. It should be necessary for the completion of some quests to learn a foreign langauge in order to talk to a certain individual. The player should be able to play comfortably enough without learning all the langauges, but to open certain areas of the game the languages should be necessary.

Languages could also be useful while speaking to Cyrodiilic-fluent characters, gaining large disposition bonuses for addressing them in their native tongue.

As well as adding depth to the players interactions with other characters, this would add a good amount of depth to the game world. Imagine a large Nordish city with a dark elf sector, where few or none of the residents can speak anything but Elvish (or whatever Morrowind's native language is.) This would create a very definitive dividing line between the cultures, and possibly make the player very wary of wandering into this alien sector with the strange elves who talk in gibberish. Or maybe the player will feel more at home there, depending on the race. It would certainly add a lot of intrigue and tension between the cultures, with loads of quest opportunities based on the two races mistrust of one another due to their common inability to intercommunicate.
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Lauren Dale
 
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Post » Thu Sep 23, 2010 11:18 am

A few thoughts on the environment, specially on the assumed setting of Skyrim.

A problem I often have with such environments is not necessarily the fear that it will be "All snow and ice" but that it's just "All feeling cold". Kinda that the environment gives you a feeling like you constantly have to wear a thick coat not to freeze to death, it doesn't need snow for that and many games manage that unintentionally.
If it's Skyrim I really hope it's NOT all cold feeling. Especially since in the case of Skyrim it's not it's northern location that makes it cold but it's altitude so the lower areas would still have warmth to them, I'd even go as far as to ONLY make the high mountain peaks in perma-snow, all others would heavily depend on the seasons.

Also on the culture. If it's Skyrim then PLEASE don't pull a "A land of vikings" and just make axe wielding horn helmet guys run around. Don't make it "Skaal village x 1000". Actually make some unique culture and not just a copy, or rather a copy of common cliches.

I dont think every character should be ripped. Like have the option to be fat. Like fat merchants and fat governors.

A little note on that, I ALWAYS hear "the lazy people in the world should look fat, only the trained ones should look trim"... uhm not quite, you knew that http://www.archaeology.org/0811/abstracts/gladiator.html
Fat does NOT mean unfit, it's the opposite really. If you'd compare a bodybuilder and a powerlifter, sure the bodybuilder looks more muscular but the powerlifters who have a bit of a gut are the ones that can lift 300kg (current world record is almost half a ton).
Well trained guards would not be slim and trim, they'd actually have some bulk. Not only because that means they can afford better food but also because a fatty layer DOES give some protection.
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Kat Stewart
 
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Post » Thu Sep 23, 2010 9:17 pm

The Elder Scrolls largely remains my favorite video-game series of all time. I won't go any deeper into my "love affair" with the games, all that needs to be said is that I've spent countless hours playing and perfecting my in game experience. With that said, I feel it to be my duty to express a few things I would like to see included in the next installment and hope they reach the ears of the developers:

First things first, a horseback skill. This is something I've been thinking about for a very long time. In Oblivion, horses felt like they were only there because they had to be... I feel that with a horseback skill, I would finally feel justified in riding a horse; because with the way things are now, why ride a horse when you could either fast travel or raise your acrobatics? The idea behind this skill is that the more you ride, the better you are at it. Pretty clever right? Not really. See when you are early off in your horseback riding career, you might find it hard to stay on horse without falling off or moving slow. Over time, you will develop a knack for riding and your ability to go for long distances at a faster speed will increase. Pretty easy. I think this skill alone will exponentially raise my enjoyment factor. But in order to reach perfection, you would have to combine this skill with my next idea:

Mounted combat. I can see it now, running down a bandit camp with my bow, shooting as I circle their tents. Or engaging in an epic jousting dual with an enemy. This skill has the potential for being abused, but if done right I think the game could nearly reach perfection. At first aiming would be a pain, with the jolting of the horse, hitting your enemy might not be that easy. Over time however, you will develop the ability to focus and hit your foe from a large distance.

Other than these things, I can only see minor obvious tweaks being done. Making the economy more stable, better graphics, smarter AI, etc. If I have stolen anybodies ideas, I apologize, I just felt I'd spend a little time and cast my oppinion in Bethesda's direction.
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Steve Smith
 
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Post » Thu Sep 23, 2010 2:29 pm

A little note on that, I ALWAYS hear "the lazy people in the world should look fat, only the trained ones should look trim"... uhm not quite, you knew that http://www.archaeology.org/0811/abstracts/gladiator.html
Fat does NOT mean unfit, it's the opposite really. If you'd compare a bodybuilder and a powerlifter, sure the bodybuilder looks more muscular but the powerlifters who have a bit of a gut are the ones that can lift 300kg (current world record is almost half a ton).
Well trained guards would not be slim and trim, they'd actually have some bulk. Not only because that means they can afford better food but also because a fatty layer DOES give some protection.

Exactly. It should be mostly a food thing, though the "laziness" of an NPC should also come into it. A high ranking guard may eat the same as a noble, but the guard does more excersize. He may still be podgey, but not as large as the noble, who does nothing unless he enjoys it.
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Bellismydesi
 
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Post » Thu Sep 23, 2010 3:32 pm

Hugely improved AI is the one thing over everything i would like to see in TES V.

There have been a lot of mods that have improved the AI of creatures in the game, so it can't be that hard for the creaters to make the AI spectacular if a fan of the game can do so when they have to start with something that's hardcoded into the game.

Also the character creator NEEDs updating. If i want to create a really pale character, i don't want a glowing blue face, and when i create a dark skinned character i don't want it to look like they have been severly burned by boiling hot black inc!!
(oh and a little sub note... No reptiles with fleshy feeding utensils on their chests! especially when they lay eggs!! and it says they lay eggs in the game lore!!!)
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Emily Graham
 
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Post » Thu Sep 23, 2010 7:09 am

DLCs that a PC user would buy.

Look, I'll admit that I don't like the nickel-and-dime approach of DLCs. But what I like doesn't really matter, and it seems like DLCs are the big thing for companies right now. The problem is that mods make most DLCs pretty much completely worthless. Why pay to get a house or dungeon mod when I can get any number of them for free? Making worthwhile expansions won't work either, since those are already a part of the franchise and, well, the beauty of a DLC is that they can be made quickly and cheaply, so they can be sold quickly and cheaply.

Why compete with that force when you can work with it? Keep the actual in-game content pretty much the same for the DLCs, since those seem to have sold reasonably well and don't seem overly difficult to make. But on top of that, make each DLC have a new scripting function-or-two. It has got to be easier for the fine folks at Bethesda to improve the game engine as time goes by than for the modding community to do so. I don't make mods, I just play them but looking at how the mods for Oblivion and Morrowind have ended up, I think think the expansions in Morrowind offer a good model. Tribunal and Bloodmoon added a bunch of new functions and because of that when you look at the requirements for mods, at least one of the expansions is required and oftentimes both. Contrast that with KoTN and SI. It is my impression that those two added a lot of content in terms of new story, new meshes, and all that -- but not so much in the actual engine department. Because of that, relatively few mods require them and those that do, require them because they modified meshes from them.

It would help Bethesda, modders, players, everybody wins!
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BlackaneseB
 
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Post » Thu Sep 23, 2010 1:48 pm

Why compete with that force when you can work with it? Keep the actual in-game content pretty much the same for the DLCs, since those seem to have sold reasonably well and don't seem overly difficult to make. But on top of that, make each DLC have a new scripting function-or-two. It has got to be easier for the fine folks at Bethesda to improve the game engine as time goes by than for the modding community to do so. I don't make mods, I just play them but looking at how the mods for Oblivion and Morrowind have ended up, I think think the expansions in Morrowind offer a good model. Tribunal and Bloodmoon added a bunch of new functions and because of that when you look at the requirements for mods, at least one of the expansions is required and oftentimes both. Contrast that with KoTN and SI. It is my impression that those two added a lot of content in terms of new story, new meshes, and all that -- but not so much in the actual engine department. Because of that, relatively few mods require them and those that do, require them because they modified meshes from them.

It would help Bethesda, modders, players, everybody wins!

Yep. The thing is, KoTN and SI should have implemented the companion share feature of Tribunal and Bloodmoon. It's one thing for it to not be in the main game, but when they already know how to implement it, it should have been added to the expansions, especially considering it's popularity on Morrowind.
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Ellie English
 
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Post » Thu Sep 23, 2010 6:20 pm

I have a post that i made on gmaeinformer.com that was directed at the next installment of TES and i would love to share it with all of you. weather this is allowed or not i will soon find out, but please email me if you ahve any further questions as to what i mean or any question on the games of TES world. here is the link...

http://gameinformer.com/blogs/members/b/thegr8cptusopp_blog/archive/2009/11/09/so-many-decisions.aspx
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Cody Banks
 
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Post » Thu Sep 23, 2010 11:55 am

I have a post that i made on gmaeinformer.com that was directed at the next installment of TES and i would love to share it with all of you. weather this is allowed or not i will soon find out, but please email me if you ahve any further questions as to what i mean or any question on the games of TES world. here is the link...

http://gameinformer.com/blogs/members/b/thegr8cptusopp_blog/archive/2009/11/09/so-many-decisions.aspx

It's highly speculated that TESV will be in Skyrim. There was trademarks taken by it.

(Then again, we thought TESIV would be in Summerset - thank god it wasn't, imagine a mainstreamed Summerset? :eek:)
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Kayla Keizer
 
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Post » Thu Sep 23, 2010 10:41 am

You should work for Bethesda, I support your post, hopefully they work out every problem Oblivion had. I think the most grating ones to me, is the damn level scaling as well as the too "Lord of the Rings" story; it used to be more about politics and religions, instead of a gigantic, hellish threat to the whole Tamriel. There should be more nuances in the story as it should be more complex. You should feel like you're there even more, taking part of the province with all its particularities and all (politics, etc..) and there should definitely be more conversations available. Voice acting should restrain the conversations, it should enhance them, in Oblivion, I think they're more a restrain than an enhancement. In Morrowind I used to talk to some random people in taverns and they would talk to me about a hidden treasure, talk to me in length about some story and a hidden coffin. I could read for 10 minutes talking to someone, going to great lengths about whatever he was telling me. There was no voice acting, but there was a better immersion due to the feeling more alive than merely talking NPCs who could only say the same thing to me.
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Dean Ashcroft
 
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Post » Thu Sep 23, 2010 10:28 pm

Also on the culture. If it's Skyrim then PLEASE don't pull a "A land of vikings" and just make axe wielding horn helmet guys run around. Don't make it "Skaal village x 1000". Actually make some unique culture and not just a copy, or rather a copy of common cliches.

If it is Skyrim then I would love to see some Viking references, the Nords were based off the Vikings so there should be a lot of Viking inspired stuff. Also the Vikings were more than just Axe wielding maniacs with helmets that had horns; they had great myths and legends, a strong government system, awesome celebrations, a strong religion and strong religious values

Another thing I would like to see in TES 5 is special combat tactics for each race, e.g. Argonians are not as strong as other races so they prefer stealth instead of a straight up attack
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James Shaw
 
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Post » Thu Sep 23, 2010 1:21 pm

It's highly speculated that TESV will be in Skyrim. There was trademarks taken by it.

(Then again, we thought TESIV would be in Summerset - thank god it wasn't, imagine a mainstreamed Summerset? :eek:)

Mainstreamed Summerset? What are you talking about?
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Rach B
 
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Post » Thu Sep 23, 2010 7:52 am

A MMO would be insanely fun if they made it so the map was basically every where.


I disagree, endless grind in an MMO is not my idea of fun and huge maps often skimp on detail.
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(G-yen)
 
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Post » Thu Sep 23, 2010 10:08 pm

Mainstreamed Summerset? What are you talking about?

Oblivion was created with mainstream players in mind. Can you imagine Summerset like that? Summerset with cliché animals and buildings and landscape? Would be worse than anywhere.

You should work for Bethesda, I support your post, hopefully they work out every problem Oblivion had. I think the most grating ones to me, is the damn level scaling as well as the too "Lord of the Rings" story; it used to be more about politics and religions, instead of a gigantic, hellish threat to the whole Tamriel. There should be more nuances in the story as it should be more complex. You should feel like you're there even more, taking part of the province with all its particularities and all (politics, etc..) and there should definitely be more conversations available. Voice acting should restrain the conversations, it should enhance them, in Oblivion, I think they're more a restrain than an enhancement. In Morrowind I used to talk to some random people in taverns and they would talk to me about a hidden treasure, talk to me in length about some story and a hidden coffin. I could read for 10 minutes talking to someone, going to great lengths about whatever he was telling me. There was no voice acting, but there was a better immersion due to the feeling more alive than merely talking NPCs who could only say the same thing to me.

Who said that? :eek:

Are you commenting on my suggestions? :shrug: If so, Thanks! ^_^

I disagree, endless grind in an MMO is not my idea of fun and huge maps often skimp on detail.

While I wouldn't want to see an MMO in the way of standard TES (It's developed by Zenimax, so I'm not bothered), a huge map can be constantly upgraded in an MMO. It's one of the good things about them.

I would like to see sme kind of different MMO to the others though. And I think it's possible, with a bit of work, to not be WoW "grind" games.

If it is Skyrim then I would love to see some Viking references, the Nords were based off the Vikings so there should be a lot of Viking inspired stuff. Also the Vikings were more than just Axe wielding maniacs with helmets that had horns; they had great myths and legends, a strong government system, awesome celebrations, a strong religion and strong religious values

Viking-ey Nords are fine. We just don't want every Nord in the game to be a Viking. There should be Soltheim Nords, Viking Nords, Paladin-ey Nords, Corrupt Nords, Noble Nords, etc, etc. Just because the stereotypical Nord is one way, doesn't mean they all are. Not every Dunmer owns a slave.
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Mario Alcantar
 
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Post » Thu Sep 23, 2010 1:59 pm

If it is Skyrim then I would love to see some Viking references, the Nords were based off the Vikings so there should be a lot of Viking inspired stuff. Also the Vikings were more than just Axe wielding maniacs with helmets that had horns; they had great myths and legends, a strong government system, awesome celebrations, a strong religion and strong religious values

Well the problem is it mostly doesn't go by what is accurate but by what fits best into the peoples mindset and what sells best.
Cyrodiil was supposed to be a very jungle-esque land with the culture being a mixture of the Inca and Roman empire with very tribal people living along the rivers. What did we get instead, cliche middle European landscape, cliche medieval times setting and culture and no real diversity between them at all, pretty much a In Name Only version of Cyrodiil. And that was their OWN lore just adapted to fit into the standard fantasy setting, with that they sadly chucked out all originality it would have initially had (honestly when reading the Imperial Library entry about Cyrodiil and then comparing it to what was in the game it was almost heartbreaking how not watered down but wiped away it was from it's origins).

When they already wash down their own lore that much I really don't see how they handle other lore any better, though there is a chance they "come to their senses" and actually pull of something unique.
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Da Missz
 
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Post » Thu Sep 23, 2010 4:10 pm

Well the problem is it mostly doesn't go by what is accurate but by what fits best into the peoples mindset and what sells best.
Cyrodiil was supposed to be a very jungle-esque land with the culture being a mixture of the Inca and Roman empire with very tribal people living along the rivers. What did we get instead, cliche middle European landscape, cliche medieval times setting and culture and no real diversity between them at all, pretty much a In Name Only version of Cyrodiil. And that was their OWN lore just adapted to fit into the standard fantasy setting, with that they sadly chucked out all originality it would have initially had (honestly when reading the Imperial Library entry about Cyrodiil and then comparing it to what was in the game it was almost heartbreaking how not watered down but wiped away it was from it's origins).

When they already wash down their own lore that much I really don't see how they handle other lore any better, though there is a chance they "come to their senses" and actually pull of something unique.

After playing Fallout 3 I'm sure Bethesda will actually make diversity, good story, etc.
Also Drunken Nords in bar = EPIC WIN :flamethrower:
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Oscar Vazquez
 
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Post » Thu Sep 23, 2010 7:53 pm

I want Telvanni wizards. and Vampires such as the ones from Immortal Blood.
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Ludivine Poussineau
 
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Post » Thu Sep 23, 2010 7:57 am

Oblivion was created with mainstream players in mind. Can you imagine Summerset like that? Summerset with cliché animals and buildings and landscape? Would be worse than anywhere.


lol, you're going to make him mad.
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BaNK.RoLL
 
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Post » Thu Sep 23, 2010 9:32 pm

[quote name='RellacFTW' date='18 May 2010 - 05:22 PM' timestamp='1274221342' post='15957527']
Oblivion was created with mainstream players in mind. Can you imagine Summerset like that? Summerset with cliché animals and buildings and landscape? Would be worse than anywhere.

Morrowind had crazy fun culture: buildings, dress and armor. Vivec, the city was so cool and very different from Balmora or the cities in the north, oh ya then there were the bedowin(sp?) tribes with their yurts. It was a new and magic world. Then Oblivion came with its more classic medieval style. Perhaps this was due to being in the land of the imperials. So hopefully wherever TESV is the can make a more unique place.
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Anthony Rand
 
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Post » Thu Sep 23, 2010 10:03 am

I would like to see more of the obscure daedric princes. namely Namira and Meridia. and maybe for a change the divines should well....do something. i can name 16 daedric princes(17 if counting Jyggalag seperate from Sheogorath) but can only name 4 divines :P
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Quick draw II
 
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Post » Thu Sep 23, 2010 2:41 pm

Morrowind had crazy fun culture: buildings, dress and armor. Vivec, the city was so cool and very different from Balmora or the cities in the north, oh ya then there were the bedowin(sp?) tribes with their yurts. It was a new and magic world. Then Oblivion came with its more classic medieval style. Perhaps this was due to being in the land of the imperials. So hopefully wherever TESV is the can make a more unique place.

I believe it was knight in Morrowind who told me that in the West, knights need horses, which, along with Arena and Daggerfall's more generic settings, leads me to believe that the more-civilized West is more "generic" than the East in TES universe. If Oblivion is mainstream for a "generic" environment than Arena and Daggerfall must be mainstream too, and to an even higher degree than Oblivion. That argument holds no ground as Oblivion merely returned to TES roots, in a way. Oblivion reminds me more of the first two Elder Scrolls games than Morrowind does. What in the world could possibly make Rellac believe that Summerset Isle would be generic?

I haven't heard of those people in Morrowind, yet, but are you referring to Bedouins? They are a nomadic Arab ethnic group divided into tribes.
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ILy- Forver
 
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Post » Thu Sep 23, 2010 6:15 pm

Forgive me for not having this idea fully thought out, but with this start you can all pick apart what you like and hate.

Getting rid of the armor skills seems like the best choice to me, because it never seemed to work as a skill. A master of a longswords has practiced for years and has killed hundreds of enemies. A master of heavy armor has gotten his ass handed to him by hundreds of enemies? A ten year old kid with an abusive father could be a master of light armor by that standard. It shouldn't be a qualified skill that you increase by taking every hit that comes your way, in fact even with this heavy armor, the best bet is not to get hit at all. How do we reward someone then for their role playing choices in the game without a skill that quantifies physical abuse? By making the choice of armor matter more.

I'm not saying this is all my idea or anything, we've all talked about having many more factors influence the armor. I think we should make the leap and come up with the factors that go in to each piece and type of armor.

This is a list that needs a few more things added to it, suggest them if you come up with anything.

Durability
Enchantability
Agility
Speed
Endurance
Climbing
Athletics
Acrobatics
Theft
Slashing resistance
Piercing resistance
Blunt resistance
Fluting
Repairability
Frost protection
Fire protection
Lightning protection
Spell resistance
Joint protection
Sound
Shine
Attractiveness
Value


So as an example, let's apply this list to a standard suit of dark brown cow leather armor, with values of 1-10.

Weather Durability 5
Enchantability 1
Agility -.5
Speed -.5
Endurance -.5
Climbing -.5
Athletics -.5
Acrobatics -.5
Theft 0
Slashing resistance 2
Piercing resistance 1
Blunt resistance 3
Fluting NA
Repairability 10 (Easy to repair and find replacement parts for)
Frost protection 7
Fire protection 4
Lightning protection 4
Spell resistance 1
Joint protection 2
Sound .5
Shine 0
Attractiveness 2 (Increases with dying or good repair, decreases with wear)
Value 1


Now with that example, I'll do one more to illustrate. This will be for Dwarven.

Weather durability 6
Enchantability 7
Agility -6
Speed -4
Endurance -4
Climbing -5
Athletics -4
Acrobatics -6
Theft -5
Slashing resistance 8
Piercing resistance 6
Blunt resistance 5
Fluting NA
Repairability 4 (Harder to repair and find replacement parts for)
Frost protection 2
Fire protection 10
Lightning protection 2
Spell resistance 2
Joint protection 7
Sound 6
Shine 4
Attractiveness 8
Value 8

With the Leather, it barely detracts from your skills and attributes at all while it gives decent elemental protection and basic bodily protection. Dwarven is great for fire protection, joint protection, and is fairly enchantable.
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Elena Alina
 
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Post » Thu Sep 23, 2010 11:53 am

snip

Durability
Enchantability
Agility Speed Endurance Climbing Athletics Acrobatics --> Mobility and or Encumbrance
Theft
Slashing resistance
Piercing resistance
Blunt resistance
Fluting --> I don't know what this means
Repairability
Frost protection
Fire protection
Lightning protection
Spell resistance --> Maybe part of Enchantability, General Magic aptitude.
Joint protection
Sound Theft --> Sound, or an application of Mobility and or Encumbrance
Shine -->I don't know what this means either.
Attractiveness
Value

+ Weight

good stuff
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Cameron Wood
 
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Post » Thu Sep 23, 2010 11:44 am

1. No more uniform body type:
Every individual is not as tall/fat/strong as others in appearance, even they are the same race.
Appearance should be determined by attributes.
High strength character has musclebound appearance, while low strength char has thin appearance.
Argonian and Khajiit have unique hands and feet, etc...

2. HP/Defence/Magic Resistance
Bodies of all creatures, including humans and monsters, are made of multiple parts.
For example, human body includes 6 parts: head, body, left arm, right arm, left leg, and right leg;
each part has independent defence/magic resistance/HP.
Some races such as Nord and Orc are naturally stronger than others, so they get little defence or resistance bonus.

Once HP goes down to 0, the part is broken permanently. Of course, head broken means death.
Players should be very careful during adventure and avoid confront overpowerful enemy.
Besides, players must arm themselves with full gears, in case exposing flesh to be slain.
nvde or bikini-like outfits are no longer appropriate for battle.

Heavy weapons(2-hand sword, 2-hand axe) can cut broken parts off with power attack
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Richard Thompson
 
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