TES V Ideas and Suggestions #166

Post » Thu Sep 23, 2010 10:55 pm

The best thing you have working in favor of an armor skill is a few lines from Vegetus in De Rei Militari where he said that Roman soldiers trained in armor that was twice the weight of their combat armor so that when they got into battle, they were able to fight faster, harder, and longer. What that means is that there is a feeling of relief and energy for a fight when everything feels lighter, which doesn't say much for someone who trains in heavy armor and fights in the same armor. And what did the legions do? Eventually they stopped wearing armor at all because they decided it was too heavy.

One more thing to run by the "armor training" idea.
- Use the FO3 well rested bonus as a foundation to the "armor training" spread over a larger period of time. No pop ups, but the more and heavier armor you wear the less detrimental its effects. Benefits weigh in 24 hours after the training period weigh out after 72 hours.
- And or make the duration and bonus of the training period dependent on the physical attributes.

Though at this point the perks are a bit detached, and I would not mind if it was cut.
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Michelle Smith
 
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Post » Thu Sep 23, 2010 11:40 am

Use all of Daniel Kay's ideas.

That is all.
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Richus Dude
 
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Post » Thu Sep 23, 2010 8:44 pm

Battle armor shouldn't be more than say, 60 pounds, but for fantasy reasons I could see letting it get up to 75. Either way, like you said, it isn't such a burden in battle. The main burden is when you aren't in battle.



I can run up the steep hills where I live and keep running, but if I try to do it with my 30lb daughter on my back I may make it half way up one, and intense combat is extremely exhausting. So if you are wearing heavy armor you should have more complete, covering more areas and stronger protection, but at a cost of increased stamina loss per action, not just for the added weight but for the added resistance of interlocking plates sliding against each, straps readjusting and etc.
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Jynx Anthropic
 
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Post » Thu Sep 23, 2010 4:13 pm

I can run up the steep hills where I live and keep running, but if I try to do it with my 30lb daughter on my back I may make it half way up one, and intense combat is extremely exhausting. So if you are wearing heavy armor you should have more complete, covering more areas and stronger protection, but at a cost of increased stamina loss per action, not just for the added weight but for the added resistance of interlocking plates sliding against each, straps readjusting and etc.
Yes indeed, though it would be easier with that thirty pounds spread out all over your body to use all your muscles. Every time steel (real world mind you) got stronger, the armor got lighter. Battle armor that was fluted was stronger still, allowing you more stamina and longer engagements. There should be two stamina bars; one for immediate fatigue (combat, sprinting) and one for daily fatigue (when it runs out, you pass out). It would be a combination of the Daggerfall and MW/OB methods, and with the armor running your fatigue down, you'd have to really balance the weight of the armor against the protection it gives so you won't die of exhaustion either.

Unfortunately, chainmail is perhaps the most restrictive type of armor to wear in combat because it is quite heavy and it all hangs from your shoulders.
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Laura Richards
 
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Post » Thu Sep 23, 2010 10:38 pm

The weight of your gear changes relatively little of how fast you are mid movement, once you swing a weapon or you start running with a great load physics takes over. As said it should count more into the initiation time and the recovery time, if you wear heavy armor you'll take a little longer to move and to stop moving, a heavy weapon will take longer to initiate the swing and later on to get it back up again, but mid run and mid swing it has little influence. There it can even be used as an advantage, a heavy weapon has a far stronger impact and if you smash into someone wearing heavy armor you're likely to plow him down.

That' actually really good.

It should also drain more fatigue to run with heavy armour, to emphasize exhaution.

Fatigue should also have more of a visible effect. If I have no fatigue, I'll run a lot slower, and I'll have to walk to restore my fatigue.
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michael danso
 
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Post » Thu Sep 23, 2010 10:46 pm

Sorry about the double post, but...
Bethesda has always made games that had amazing graphics at its release, I doubt TES 5 would be any different. I agree about maintaining a balance between gameplay content and graphics, but a new game in 2011(2012?) with 2006 graphics would turn away a lot of people. That's not to say Bethesda should focus only on graphics and skip out on content, however.

Have you not seen 2006 graphics outside Oblivion? Oblivion handled graphics excessivley bad, imo.

http://upload.wikimedia.org/wikipedia/en/9/9e/Halo3-gameplay.png is from 2007. Halo3 . Look how much better it looks than Oblivion. There's actually smoke, explosions, and well shaded trees and scenery. Lighting is the most important aspect of a game. The game should concentrate on lighting more than poly-counts to make the game look better. I've seen Morrowind look more graphically shiny than Oblivion with dark mods, and a low gamma setting. Surely that emphasizes that the right light can make it look so much better.

I'd like to often see ruins and caves where I need a light source. I remember there was a cave in Morrowind where it was supposed to be pitch black (the sun totem quest in Bloodmoon, I think) And I could blatantly see the Draugr. If a cave is going to be dark, make it dark.

Every cave and ruin should have the lowest possible light level, and just use light sources to light the place up. I've seen that used so many times, and it just brings the whole place to life, and makes it tons more immersive when there's a necromancer hiding in the shadows.

Speaking of shadows, I'd like to see thief-ey types hiding in the shadows. I shouldn't be the only one in the game who can sneak. They should keep a look out for me, and get a bow out when I'm not looking. Being able to get sneak attacks on me would make it so much more dangerous and immersive.
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Stat Wrecker
 
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Post » Fri Sep 24, 2010 12:23 am

Throwing spears that can be thrown while holding a shield so I can use roman infantry tactics and also horse archery to go turk style.
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amhain
 
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Post » Thu Sep 23, 2010 10:23 am

Unfortunately, chainmail is perhaps the most restrictive type of armor to wear in combat because it is quite heavy and it all hangs from your shoulders.

http://www.youtube.com/watch?v=RssIl2v0C1k would disagree with that statement.
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Antony Holdsworth
 
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Post » Thu Sep 23, 2010 9:53 pm

personnaly I want an open space !!
I mean: cities, ruins and cave and all rooms should be included in the world !!! no downloading screen when you enter a citie or a house !!!
I've tried the mod open cities with enhanced daedric invasion for Oblivion and it make the game really more immersive ... B)

bewolf
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Life long Observer
 
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Post » Fri Sep 24, 2010 12:58 am

personnaly I want an open space !!
I mean: cities, ruins and cave and all rooms should be included in the world !!! no downloading screen when you enter a citie or a house !!!
I've tried the mod open cities with enhanced daedric invasion for Oblivion and it make the game really more immersive ... B)

bewolf

There shouldn't actually be city walls around every city.

Balmora, for example, had surrounding mountains. No need for walls there. There where walls around the areas with no mountains, and that's fine.

Sadrith Mora was surrounded by water. No need for walls (Wolverine Hall had walls, because Imperials like walls)

Ald-Ruhn had no mountains, or sea, or anything surrounded it. It was surrounded, instead, by man made walls. Sure, they where crumbling, but the point stays that a city won't waste money on walls when it's already protected. I loved how everyone in Morrowind used the land to thier advantage. It worked so well.


Also, about the landscape:

Cyrodiil was supposed to be a huge dense jungle, with a mega city in the middle. The change angered a lot of fans.

Morrowind was supposed to be a desolate, dead, lava filled hell hole with hardly any life. The change was fine with most fans.

The reason: A jungle would have been great for gameplay, whereas a huge dead island would have svcked. Also, we did have parts of our desolate areas. The game was improved by adding this.

My point is: Change the landscape, only if neseccary, but don't change it completey in a rubbish way. For example, assuming Skyrim is being used, one huge snowy region with nothing but snowy wastelands everywhere could svck. I'd like to see certain areas with dfferent themes. I'd like the less snowy southern areas to have swamps, forests and unique flora, like the mushrooms in Morrowind. The north of Skyrim could be pretty amazing, imo. I'd like to see something like Red mountain there. High level enemies, and powerful overlords should live there, but there should be large snowy mountains, and huge ice cliffs over the northern sea. I'd like to see huge bridge cities between Solitude and Dawnstar and winter Hold. One of these should be taken over by the main bad guy of the game, and should be his base of operations. Winter Hold, perhaps? I think it's in quite the great place for a big bad guy. The peak of Skyrim. It could be a huge icey cliff, where there's constant blizzard, and perhaps some kind of weather because of the bad guy? Snow and Thunder, perhaps?

I'd also like to see seasons come back. Again, if Skyrim, the northern area would only have less blizzards. The southern areas would change depending on the time of year. There could be changing land textures, statics appearing at different times, etc. etc.
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Alba Casas
 
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Post » Thu Sep 23, 2010 10:52 am

Yes indeed, though it would be easier with that thirty pounds spread out all over your body to use all your muscles. Every time steel (real world mind you) got stronger, the armor got lighter. Battle armor that was fluted was stronger still, allowing you more stamina and longer engagements. There should be two stamina bars; one for immediate fatigue (combat, sprinting) and one for daily fatigue (when it runs out, you pass out). It would be a combination of the Daggerfall and MW/OB methods, and with the armor running your fatigue down, you'd have to really balance the weight of the armor against the protection it gives so you won't die of exhaustion either.

Unfortunately, chainmail is perhaps the most restrictive type of armor to wear in combat because it is quite heavy and it all hangs from your shoulders.

I like this idea a lot. Having two bars one for long term exhaustion and the other for immediate energy or kinda how winded you are. They would affect each other like if you have rested well and had a decent meal a couple hours before, your maximum short term energy would have a bonus. On the other hand if you've pulled an all-nighter doing some dungeon crawling then you become winded much easier. Likewise your long term stamina would decrease quicker if you have exerted yourself often like a few matches in the arena.

Have it where you can toggle the longer term stamina bar so that those that want the MW/OB style can still play that way; while those, like myself that want a little more immersion with taking time to eat and sleep and decided what to carry can have it. Seems that this wouldn't require much time to put in and would add more depth to the adventure/story.
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Justin
 
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Post » Thu Sep 23, 2010 12:20 pm

http://www.youtube.com/watch?v=RssIl2v0C1k would disagree with that statement.
There are four things about the armor: How densely it is connected, how thick the rings were, how the rings were connected, and what you made the mail out of. The guy in the video is a very good tailor of the mail. That's cool.

Even so with a full hauberk of iron, it would be 40 or more pounds of metal from the shoulders and waist with his belt, and another eight or ten of the thick padding. Not that I think a person couldn't fight in that or something, but the whole design of plate is to be stronger than chainmail while at the same time being lighter.

I like this idea a lot. Having two bars one for long term exhaustion and the other for immediate energy or kinda how winded you are. They would affect each other like if you have rested well and had a decent meal a couple hours before, your maximum short term energy would have a bonus. On the other hand if you've pulled an all-nighter doing some dungeon crawling then you become winded much easier. Likewise your long term stamina would decrease quicker if you have exerted yourself often like a few matches in the arena.

Have it where you can toggle the longer term stamina bar so that those that want the MW/OB style can still play that way; while those, like myself that want a little more immersion with taking time to eat and sleep and decided what to carry can have it. Seems that this wouldn't require much time to put in and would add more depth to the adventure/story.
:rock:
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Carlos Vazquez
 
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Post » Thu Sep 23, 2010 8:32 pm

There are four things about the armor: How densely it is connected, how thick the rings were, how the rings were connected, and what you made the mail out of. The guy in the video is a very good tailor of the mail. That's cool.

Even so with a full hauberk of iron, it would be 40 or more pounds of metal from the shoulders and waist with his belt, and another eight or ten of the thick padding. Not that I think a person couldn't fight in that or something, but the whole design of plate is to be stronger than chainmail while at the same time being lighter.

There's different types of chainmail. The standard chainmail is light, flexible, and unnoticable when worn.
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x a million...
 
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Post » Thu Sep 23, 2010 6:16 pm

  • I hope Bethesda takes http://unity3d.com/support/resources/unity-extensions/locomotion-ik into account when revamping the animation system.

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WTW
 
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Post » Thu Sep 23, 2010 1:23 pm

There's different types of chainmail. The standard chainmail is light, flexible, and unnoticable when worn.

Different types of chainmail is exactly why I listed four attributes of the armor.
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Kat Stewart
 
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Post » Thu Sep 23, 2010 10:01 pm

Different types of chainmail is exactly why I listed four attributes of the armor.

You want different types of chainmail?

How about, instead, we have one standard type of chainmail, and then 3 three others. What's the point in everything being the same asthetically? I loved the fact that Morrowind had Chitin, Netch, Nordic Ringmail, Dreugh, Bonemold, iron, steel, ebony, daedric, various imperial armour, cloth, glass, orchish, stahlrim, riekling armour, goblin armour, royal armour, two types of indoril armour, dark brotherhood armour, morag tong armour, bear armour, wolf armour, skaal armour and anything else, I can't be bothered to look 'em up, and yet, most wheren't needed.

I'd like to see something like the mass of armour seen in Morrowind, but with more full sets (e.g., arguably, cloth only had bracers)
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michael flanigan
 
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Post » Thu Sep 23, 2010 6:38 pm

You want different types of chainmail?

How about, instead, we have one standard type of chainmail, and then 3 three others. What's the point in everything being the same asthetically? I loved the fact that Morrowind had Chitin, Netch, Nordic Ringmail, Dreugh, Bonemold, iron, steel, ebony, daedric, various imperial armour, cloth, glass, orchish, stahlrim, riekling armour, goblin armour, royal armour, two types of indoril armour, dark brotherhood armour, morag tong armour, bear armour, wolf armour, skaal armour and anything else, I can't be bothered to look 'em up, and yet, most wheren't needed.

I'd like to see something like the mass of armour seen in Morrowind, but with more full sets (e.g., arguably, cloth only had bracers)
That would be a good solution.

The most variety in armor needs to be at the low end because people you'll be running into all game will have those types. Leather, steel, chainmail, and so on need to be fairly common, so the more variety on the low end, the better. I had been thinking just adjust the numbers on all those to account for quality differences, but if they were able to make several different types visually, I'd love it.

If they were able to incorporate the http://www.evangelicalright.com/Crusaders.jpgr that lets you choose symbols to wear, it would add a ton of customization.
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stephanie eastwood
 
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Post » Thu Sep 23, 2010 7:23 pm

If they were able to incorporate the http://www.evangelicalright.com/Crusaders.jpgr that lets you choose symbols to wear, it would add a ton of customization.

I would love that. There could be different designs for different guilds. Different religious groups would have one. And the only group that wouldn't have one is the thieves guild, being illegal.

It could also be a noble thing. A noble that isn't affiliated with a guild could have a simple tabard with a nice design, to make himself look better.

And for those who complain about capes because they aren't useful: tabards are useful. They're there to stop you touching your hot from the sun armour by accident ;) And to show status.
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Reven Lord
 
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Post » Thu Sep 23, 2010 3:27 pm

Yes indeed, though it would be easier with that thirty pounds spread out all over your body to use all your muscles. Every time steel (real world mind you) got stronger, the armor got lighter. Battle armor that was fluted was stronger still, allowing you more stamina and longer engagements. There should be two stamina bars; one for immediate fatigue (combat, sprinting) and one for daily fatigue (when it runs out, you pass out). It would be a combination of the Daggerfall and MW/OB methods, and with the armor running your fatigue down, you'd have to really balance the weight of the armor against the protection it gives so you won't die of exhaustion either.

Unfortunately, chainmail is perhaps the most restrictive type of armor to wear in combat because it is quite heavy and it all hangs from your shoulders.

I like this idea a lot. Having two bars one for long term exhaustion and the other for immediate energy or kinda how winded you are. They would affect each other like if you have rested well and had a decent meal a couple hours before, your maximum short term energy would have a bonus. On the other hand if you've pulled an all-nighter doing some dungeon crawling then you become winded much easier. Likewise your long term stamina would decrease quicker if you have exerted yourself often like a few matches in the arena.

Have it where you can toggle the longer term stamina bar so that those that want the MW/OB style can still play that way; while those, like myself that want a little more immersion with taking time to eat and sleep and decided what to carry can have it. Seems that this wouldn't require much time to put in and would add more depth to the adventure/story.

Dudes, you just blew my mind. Permission to plug these ideas whenever possible?

Seriously, it makes sense in a lot of ways. Think about it, in the real world, wondrous place it be, when you sprint, then you stop, you take a few deep breaths and you're mostly good, but not completely. Sprint multiple times in a day and you'll be really tired until you've eaten, drank and rested. Well, that's a short example, anyhow. My mind is still too blown to come up with a better example.

That would be a good solution.

The most variety in armor needs to be at the low end because people you'll be running into all game will have those types. Leather, steel, chainmail, and so on need to be fairly common, so the more variety on the low end, the better. I had been thinking just adjust the numbers on all those to account for quality differences, but if they were able to make several different types visually, I'd love it.

If they were able to incorporate the http://www.evangelicalright.com/Crusaders.jpgr that lets you choose symbols to wear, it would add a ton of customization.

I agree here, but I think there should still be a good spread of types on the higher tier as well (not legendary, of course, those being unique generally) perhaps by region. For example, would Warlord A's personal bodyguards wear the same armor as Warlord B? Well, maybe, but even if they did, your cloth covering idea takes care of it.
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Chloe Lou
 
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Post » Thu Sep 23, 2010 10:54 pm

Abandon the 'scale theory.' I want TES V to be the first game in which you are literally living in a believable world. The world shouldn't be designed or structured for adventurers while everybody else just fades in and out of importance. Yeah their will be a couple of blacksmiths competing for your business, but their should be grocery stalls and shops that sell food that don't make you glow in the dark or lose attributes. Vendors should spend their days bartering with customers and shout things out to draw you in (i.e. a jewelry dealer would say to you "Get that special someone a ring!" if you're a male character or "Only the most fashionable necklaces here, I guarantee your friends will be jealous!" if you're a female) The cities should be big enough to support a large community of people and have more diversity in the races and ethnic groups of their residents when compared to a small village on the countryside.


Geographic location should also be a factor. For example, Skyrim towns and settlements near the border with Morrowind should have a larger population of Dunmer than towns near the border with Cyrodiil. Racial tensions should also be present in some of these places. Some Nords on this border will welcome the Dunmer presence, others won't really care, while others will hate the situation and get into fights and arguments with them and treat the player character with more disdain if he is a Dunmer.Quests could revolve around these conflicts and your actions could lead to peace or escalated violence. This example would make sense in any setting, especially Skyrim if the game takes place after The Infernal City and the events are deemed canon.

Cities and towns by the ocean should have ships moving along on the horizon.I don't know if it would be possible to actually have them coming in and out of town regularly, with some having NPCs unload the cargo and then setting back out before coming back in a couple of days or months. Maybe ferrys and other means of transport could go on week long voyages before coming back. And, if your bounty was high enough, you could be taken on an imperial ship and wind up in a Maximum Security Prison, days away from where you were before.
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Danger Mouse
 
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Post » Thu Sep 23, 2010 4:16 pm

I suggest the following:

Lore: Bring politics and religion back

Environment: Make it so big you want to use fast travel

Timeline: Make TESV happen before the next gen consoles

Graphics: Crysis 2 is assblood

Timeline: 3/15/2011 Release date

This is real.
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Milagros Osorio
 
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Post » Thu Sep 23, 2010 11:40 am

Dudes, you just blew my mind. Permission to plug these ideas whenever possible?

Seriously, it makes sense in a lot of ways. Think about it, in the real world, wondrous place it be, when you sprint, then you stop, you take a few deep breaths and you're mostly good, but not completely. Sprint multiple times in a day and you'll be really tired until you've eaten, drank and rested. Well, that's a short example, anyhow. My mind is still too blown to come up with a better example.
Yeah, sure. :)

I agree here, but I think there should still be a good spread of types on the higher tier as well (not legendary, of course, those being unique generally) perhaps by region. For example, would Warlord A's personal bodyguards wear the same armor as Warlord B? Well, maybe, but even if they did, your cloth covering idea takes care of it.
Well, the warlord should get the best stuff, but I'd hope it would be harder to get the high end armors for people in Tamriel. Maybe Mithril is really good with enchantments, so the Mage's guild tries to keep the price high so it won't be common in circulation. Orcish can be magically resistant, so it would be prized by knights who don't use magic.

They've got paint in Tamriel. Applying some of that to the armor would be fine. I liked that red bodyguard armor from Tribunal.
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Samantha Mitchell
 
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Post » Thu Sep 23, 2010 4:57 pm

Abandon the 'scale theory.' I want TES V to be the first game in which you are literally living in a believable world. The world shouldn't be designed or structured for adventurers while everybody else just fades in and out of importance. Yeah their will be a couple of blacksmiths competing for your business, but their should be grocery stalls and shops that sell food that don't make you glow in the dark or lose attributes. Vendors should spend their days bartering with customers and shout things out to draw you in (i.e. a jewelry dealer would say to you "Get that special someone a ring!" if you're a male character or "Only the most fashionable necklaces here, I guarantee your friends will be jealous!" if you're a female) The cities should be big enough to support a large community of people and have more diversity in the races and ethnic groups of their residents when compared to a small village on the countryside.


Geographic location should also be a factor. For example, Skyrim towns and settlements near the border with Morrowind should have a larger population of Dunmer than towns near the border with Cyrodiil. Racial tensions should also be present in some of these places. Some Nords on this border will welcome the Dunmer presence, others won't really care, while others will hate the situation and get into fights and arguments with them and treat the player character with more disdain if he is a Dunmer.Quests could revolve around these conflicts and your actions could lead to peace or escalated violence. This example would make sense in any setting, especially Skyrim if the game takes place after The Infernal City and the events are deemed canon.

Cities and towns by the ocean should have ships moving along on the horizon.I don't know if it would be possible to actually have them coming in and out of town regularly, with some having NPCs unload the cargo and then setting back out before coming back in a couple of days or months. Maybe ferrys and other means of transport could go on week long voyages before coming back. And, if your bounty was high enough, you could be taken on an imperial ship and wind up in a Maximum Security Prison, days away from where you were before.

Completely agree. But if you ask me TES2 was already a believable world, considering the limits back then! Sure it was still a too adventurer oriented world, but you felt like a individual wandering through a world with million others. Insignificant, to some extent. The nobles, warlords, necromancer kings and captivated sorceresses were still higher and mightier than thou. You were mostly an errand boy, trying really hard to be something more, finally succeeding a bit. The world didn't revolve around you, there was a LOT going on behind the scenes: assassinations, secrets and lies, political marriages, legendary artifacts being revealed and so on. In some games NOTHING happens unless YOU do it.

Edit: and welcome to forums, you're already one of my favourites ^^
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Queen Bitch
 
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Post » Thu Sep 23, 2010 2:54 pm

  • I hope Bethesda takes http://unity3d.com/support/resources/unity-extensions/locomotion-ik into account when revamping the animation system.



That's definitely something I want to see. Even though that particular system was lacking, the idea behind it is great.

When I used it though, the character's legs contorted in all sorts of weird ways. A few settings fixed most of it, but it still had a few problems.
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noa zarfati
 
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Post » Thu Sep 23, 2010 1:19 pm

A quick word on combat again.
So many say "Combat should not be that action oriented, see how bad it made Oblivion", but you clearly miss the main point. Oblivion was bad because it was THE SAME as Morrowinds and just scaled things differently. A hit always hits but now you simply need a lot MORE hits to kill anything which in hindsight puts it on the same pedestal as Morrowind, here you had to click endlessly too to kill anything but here just because most hits missed.

I'm for a even more action oriented combat system because it can ELIMINATE those problems. When you can fight actually strategically there's no need for endless clickywork.
My call is, abandon the "Hitpoints ONLY" combat system for locational damage, make weapon damage output not dependent a set number but on "simulated physics" (not an actual physics system but taking multiple factors into account like weight and swinging speed), same with armors. With that you can bring down opponents by using weak points, someone doesn't become immortal just by putting on a single daedric glove and having heavy armor skill at 5000. If a NPC wears the mightiest armor ever but is to stupid to put on a helmet he DESERVES to be stabbed in the brain really.
Plus locational damage and damage calculation actually allows for more non lethal combat as you can simply disable opponents and force them to actually surrender.


PS: Honestly, Morrowind was a great game but it's combat system was just one step away from what you see in most MMOs where you just click on a enemy and then watch them exchange hits till one drops dead, the only difference was it made YOU do all the hitting.
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Guy Pearce
 
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