TES V Ideas and Suggestions #166

Post » Thu Sep 23, 2010 9:52 am

I just think Morrowind did it well. Running was very slow in Morrowind, I didn't like that, but that simple mechanics of fatigue were fine.

I personally don't want sprinting. Walking and running is fine.


And I don't see how you think running feels like walking in Oblivion. I guess it can if you do it a lot, but compared to Morrowind it was much faster. I loved Oblivion's general rate of speed. Besides you can increase the rate of speed you run at by increasing the speed attribute.


Really? You dont see any possible advantage with using sprinting?Are you being conservative about this or you honestly dont want to even consider having sprint in the game?
...
I really want to see what everyone else thinks about it, for now I still fancy the idea

As for not seeing how running feels like walking in Oblivion, try reading my post before you comment on it.
User avatar
Stacy Hope
 
Posts: 3391
Joined: Thu Jun 22, 2006 6:23 am

Post » Thu Sep 23, 2010 7:06 am

Really? You dont see any possible advantage with using sprinting?

No. Running in Oblivion was already far too easy. It made horses obsolete. When I'm a completely untrained, never done anything hard before prisoner from a random cell, I houldn't be able to run as fast as horses.

If Sprinting was included, I'd like to see something like this:

Sprinting would give you a large fatigue drain, and would be at the speed of Oblivion's running, but with a more sprinting like animation.

Jogging would give you a small fatigue drain, and eventually no drain at around 50 athletics, and would have the run speed of Morrowind

Walking would restore fatigue, and would be slow.


I also don't want my bosmer in full steel, with no athletics or strength abilities to be able to run as fast as anyone in the game. I should run really slow if I have too much equipped. Try running for 5 hours with a 100 kilo weight tied to your back, I guarantee you'll be slower than before.

Also, when someone doesn't agree with your idea, you shouln't rant at them for it. Do you expect everyone to agree that you're right, and there should be no other way? Some of us happen to like Morrowind's system. Did that occur to you? A lot of us refer to Oblivion as a step backwards from Morrowind, in many aspects.



Something very important I want to see:

Morally hard choices. I loved how Fallout's The Pit was done. I want there to be many morally hard choices in the game. I want to have to save a single innocent, or have a bunch of people die.

http://www.youtube.com/watch?v=6_KU3lUx3u0&playnext_from=TL&videos=WIhBRvmHo5E video is great, Bethesda, you need to watch it. I like his take on the morality bar, and his new suggestion.
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Thu Sep 23, 2010 10:02 am

<_< you know this constant want to return to Morrowind in every single aspect of the next elder scrolls game is starting to get pretty annoying.

I presented a step forward, which I backed up with reasonable mechanics and important gameplay functions but all I ever see on this forum is "*rant* oblivion is so bad *complain* do everything just like morrowind again*whine*"


I see your point about oblivion bashing, although he IS right, It doesnt even make sence that you actually gains energi (fatige regenerating) by running as it is supposed to be the opposit.

So on the immersion (realism) aspect, Morrowind was right on fatigue.


Althoug realism alone isn't just what makes a game.....
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Thu Sep 23, 2010 6:08 pm

Althoug realism alone isn't just what makes a game.....

Exactly. The way the game plays shouldn't actually be the main priority of the game. I really dislike Oblivion's gameplay, but I would do with it if:

  • There was a large, unique and diverse world
  • There was lots of lore telling, new lore, and discovery of certain ancient artifacts
  • There was a well portrayed society. Greedy traders, corrupt, powerful people, and a rare few honourable people
  • There was a large presence of a working economy, and a political crisis
  • People took the murder route to get what they want. e.g. a high up guild member may kill the leader to get in charge.

etc, etc.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Thu Sep 23, 2010 5:53 am

I want to see the return of cloaks.
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Thu Sep 23, 2010 6:07 am

The Cliffs...of Insanity!


Is that....?..nooo....................... Is that 'The Princess Bride" ????? :o
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Thu Sep 23, 2010 9:57 am

Let me put it in very clear terms:

Morrowind's run speed is so patheticly slow that it makes me feel like I could out do it, and I'm out of shape, my right foot is pretty much perpetually swollen, and my right hip hasn't fully healed from a snowmobile crash 4 years ago. So I can't run for crap, and Morrowind is still slow.

At low speeds, Oblivion still feels a tad slow. Seriously, the walking speed is terrible in both games (literally takes about 3-5x as long as real life to walk a measurable distance), and running in Oblivion feels more like real walking speed until your speed gets pretty high. THEN it feels like you're Usian Bolt, I'll admit.

Instead of making running slower, make horses faster. Problem solved, and we don't get Mr. Slow Motion Fake Run back from Morrowind. Maybe even make low Speed running faster, and make each point of speed mean less.

If you want sprinting, it should only be possible to initiate when %fatigue > (100-skill), and ends when fatigue hits 0, at which point you're in a "forced walk" state until you hit 10% (at which point jogging resumes.

But can we PLEASE not go back to the cheesy slow motion run of Morrowind? I've seen it 10000 times in movies*, and I don't need it put back into TES to satisfy people who believe Morrowind was perfect.

*and I barely watch movies
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Thu Sep 23, 2010 4:53 pm

agreed, morrowinds running svcked. also it was a toss up between walking everywhere and falling asleep or running everywhere and not having the fatigue to hit anything if an enemy appeared
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Thu Sep 23, 2010 6:03 pm

agreed, morrowinds running svcked. also it was a toss up between walking everywhere and falling asleep or running everywhere and not having the fatigue to hit anything if an enemy appeared


Even worse.....Morrowinds jumping.

Seriously, sometimes jumping over a little rock was impossible
User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Thu Sep 23, 2010 12:57 pm

How 'bout just copying the running dynamics of Armed Assault (1or 2 and it's basically a mil sim, so we can assume they got the speeds right) and using that for the somewhat above average Joe?
Though, walking speed could be the same for any level, perhaps slowed by a full or nearly full inventory, so only running and maybe sprinting is modified by athletics and the speed attribute.

Also, maybe the speed attribute should be integrated into agility. Dexterity could make a comeback.
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Thu Sep 23, 2010 9:22 am

Reading up on Red Dead Redemption, the regional aspect of that game's hunting would be a great (and logical) addition to TES.

For instance, in RDR if you skin a buffalo, the hide will sell for less in a town where buffaloes are commonly found nearby, but if you take that hide and sell it in a region where the animal is rare, it will sell for more.

This would be a simple, cool way to add some depth to the business of killing the local wildlife. Mudcrab meat might go for cheap in a town that's on the water, but sell it up in the mountains and you get a better price. Have animals you encounter actually be native to certain regions on the map.
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Thu Sep 23, 2010 6:47 am

Reading up on Red Dead Redemption, the regional aspect of that game's hunting would be a great (and logical) addition to TES.

For instance, in RDR if you skin a buffalo, the hide will sell for less in a town where buffaloes are commonly found nearby, but if you take that hide and sell it in a region where the animal is rare, it will sell for more.

This would be a simple, cool way to add some depth to the business of killing the local wildlife. Mudcrab meat might go for cheap in a town that's on the water, but sell it up in the mountains and you get a better price. Have animals you encounter actually be native to certain regions on the map.


Real economics have always been a problem with Bethesda, they present it, but it doesnt work on a mechanism, its just programmed so I think if they create true economics it would be a huge step in TES series and for Bethesda as a game developing company
User avatar
Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Thu Sep 23, 2010 1:02 pm

Let me put it in very clear terms:

Morrowind's run speed is so patheticly slow that it makes me feel like I could out do it, and I'm out of shape, my right foot is pretty much perpetually swollen, and my right hip hasn't fully healed from a snowmobile crash 4 years ago. So I can't run for crap, and Morrowind is still slow.

I like how when I state that I don't like an aspect of Oblivion, I'm a ranting Morrowind fan boy, yet this kind of blatant instults of Morrowind are fine. :rolleyes:


Instead of making running slower, make horses faster. Problem solved, and we don't get Mr. Slow Motion Fake Run back from Morrowind. Maybe even make low Speed running faster, and make each point of speed mean less.

Ok, read this carefully: If horses are any faster than in Oblivion, there would be pure visual idiocity. Either horses would have stupidly fast animations to keep up with the speed, or there would be slower aniamtions that don't match up with the horse. This was already in Oblivion, I don't want it to be even worse.

And there's nothing wrong with Morrowind's running speed. Check http://www.youtube.com/watch?v=1I98VIkkf7M&feature=related random video from youtube. This is the standard jogging speed of a human being, if not faster. This is just a level 1, fresh from the boat, aswell. (Also check how he desn't miss every swing, even with his crappy iron dagger at level 1, for those of you who want instant gratification)

Oh, and by the way, if you feel that you aren't going fast enough in TES, THAT'S WHAT HORSES ARE SUPPOSED TO BE THERE FOR. Seriously, is it not obvious enough? Do people lack common sense? Getting on a horse = you go faster. I think http://www.courtneyhoskins.com/blog/wp-content/uploads/2010/03/DoubleFacePalm.jpg can help me show my reaction to people who don't realise this.

And you want to make another skill useless? Was it not enough for lockpicking and speechcraft to be utterly useless? What's the point of getting my speed skills up, if I'm already fast, and I hardly get faster, anyway?

But can we PLEASE not go back to the cheesy slow motion run of Morrowind? I've seen it 10000 times in movies*, and I don't need it put back into TES to satisfy people who believe Morrowind was perfect.

Oh, there we go again. A nice rant at Morrowind, that's fine n dandy, yet no one is allowed to dislike Oblivion.
User avatar
Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Thu Sep 23, 2010 10:55 am

Is that....?..nooo....................... Is that 'The Princess Bride" ????? :o


Yea. It was on TV at like 2 am exactly when I read your post. And yes, I think the next game should have that kind of terrain. I think Bethesda needs to take more cues from popular culture. They said they used Gladiator and Conan the Barbarian as influences for Morrowind. Why not use The Princess Bride, Kingdom of Heaven, Pirates of the Caribbean for the next one?
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Thu Sep 23, 2010 8:15 am

between walking everywhere and falling asleep or running everywhere and not having the fatigue to hit anything if an enemy appeared

Maybe I'm just autistic, or you have ADD, or we both have disabilites, but to a lesser extent, but I never got bored of walking.
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Thu Sep 23, 2010 9:10 pm

If you want sprinting, it should only be possible to initiate when %fatigue > (100-skill), and ends when fatigue hits 0, at which point you're in a "forced walk" state until you hit 10% (at which point jogging resumes.

Sounds good to me. Might also try to throw in a speed factor in there. When the speed is < 40 then running should turn into fast walking.
And RellcFTW, take a hit to speed down to 20 or so and your guy slows down the running animation over the same distance, so from 3rd person it has a "I am floating" feeling to running. At some point the animation does get a ridiculous "cheesy slow motion run".


Yea. It was on TV at like 2 am exactly when I read your post. And yes, I think the next game should have that kind of terrain. I think Bethesda needs to take more cues from popular culture. They said they used Gladiator and Conan the Barbarian as influences for Morrowind. Why not use The Princess Bride, Kingdom of Heaven, Pirates of the Caribbean for the next one?

TESV: Princess of the Caribbean Kingdom + Morrowind
:P
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Thu Sep 23, 2010 7:30 am

THAT WOULD svck!!!!!

Skyrim should be, if it has ANY movie influences, based off of http://bragewj.com/starwars/hothBattle.jpg
User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Thu Sep 23, 2010 4:42 pm

THAT WOULD svck!!!!!

Skyrim should be, if it has ANY movie influences, based off of http://bragewj.com/starwars/hothBattle.jpg


I would rather have stuff like this

frozen areas
http://brutal.surrogateinteractive.com/DesignDoc/Frozen_Wasteland.jpg
http://mi9.com/datawallpapers/data/22/1972/1199277247/icy-mountain-on-the-ocean_1152x864.jpg
http://fc03.deviantart.net/fs34/i/2008/311/b/1/Ice_Cave_by_MeckanicalMind.jpg

and non-frozen areas
http://www.iglucruise.com/images/Geiranger-fjord.jpg
http://fc00.deviantart.net/fs70/f/2010/047/a/b/Mountain_Kingdom_by_Vablo.jpg
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Thu Sep 23, 2010 6:37 am

http://fc00.deviantart.net/fs70/f/2010/047/a/b/Mountain_Kingdom_by_Vablo.jpg

User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Thu Sep 23, 2010 10:02 am

3,4, and 5 actually meet Skyrim Lore very well.

about Dyncamic economies...

I think classes should include what they do for money and how they get food. Every day an NPC spends having not eaten, their health and fatigue go down a bit. the classes would be,


Food Farmer: Produces and harvests his own plants, such as wheat, corn, etc.; as well as cattle pigs etc. iff there is extra food, they sell it. And if they can afford it, they will buy a luxury.

Cash Crops: Harvests and produces cash-crops, like wine or tabaco. a traveling merchant would regularly trade him his crop for money and food. And if they can afford it, they will buy a luxury.

Hunter: most NPC's hunt, and is is the default if something messes up their original script. This would involve tracking down an animal they can easily kill, and killing them. the amount of meat produced is 3x what it would be for the player. If there is extra food, they sell it. And if they can afford it, they will buy a luxury.

Merchant: has the amount if money they are willing to trade, as well as savings in the back. other NPC's go to traders regularly when they have spare cash and need something, so their cash fluctuates. at the end of every day; if the trader has made money then they put the extra in their savings. if they lost money, they replenish their supply.

Traveling merchants: Tie in the the farmers. they have no savings, as they buy in massive amounts. They go from farm stead to farmstead buying and selling food and cash-crops, as well as some luxuries. Their loop starts and ends in a major city, so that they can sell all but food with the merchants their, as well as re-stock.

Rich people: They have massive amounts of money, like millions and millions, hidden in a cell that the player cannot enter. They draw upon that cash through scripts when they go shopping, and they buy not only food, but many luxuries.

Working man: They do their job at a loss of fatigue, or (in the case of the fighter's guild) health. However, they get payed in cash depending on what job(s) they have, and will go buy food from a merchant, and if they can afford it, luxuries.

Beggars: They will sell information to thieves guild members, and if other NPC's have more than 5x what they are asking for, they will get charity. Every $1,000 the player gives to charity is worth 1 fame point, as an incentive to do so. They mostly have low responsibility, and if they see something lying in the street will most likely take it. They only buy food, and store all their money.

Vampires: Don't eat food. however, they will break into houses and feed on other NPC's. Before feeding, they will cast a non-hostile version of Paralyze on their target, to assure that they don't awake with fangs in their neck.

Inn Keeper: a specialized merchant. most will only sell beer, wine, and bread and will only buy from Traveling Merchants. Every Inn NPC pays 5 gold to them every night for sleep, even if there are more customers than beds.

Things common to all classes:

Scavenge; If somebody sees something lying around, they will most likely pick it up. If the item is owned (by the player or another NPC) then they might, depending on the object's value and their responsibility. High responsibility NPC's will pick up Player-owned objects and return them for a monetary reward.

Hunt; If they see a wild animal that they know they can easily best, they will kill it. if they see a non-fighting wild plant, they will harvest it.

Friendship; If a poor NPC has a disposition of 90+ with a Rich NPC, they will most likely get a loan. The loan will be payed of in ten months with no interest, unless the Rich NPC falls on hard times or gets a 70- Disposition towards the other one. In those cases, there will be 5% interest.

Improvement: If an Innkeeper, Food Farmer, or Traveling merchant save up 1000+ gold, they will move into the closest abandoned farmstead, and become a cash-crop Farmer. If a Cash crop farmer or Merchant saves up 10000+ gold, they will instantly get 1 million in 'savings' and become a rich person. A Begger or hunter who has saved up 500 gold will become a Food Farmer or Innkeep depending on which institution is closer (an abandoned Inn or an abandoned house)

Deprovment: If a npc don't have enough food to survive two more days, they will either join the thieves guild or church depending on their responsibility.


The wilderness would have to be full of abandoned farms, inns, and houses and dead NPC's would have to be replaced smoothly.
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Thu Sep 23, 2010 6:06 pm

And RellcFTW, take a hit to speed down to 20 or so and your guy slows down the running animation over the same distance, so from 3rd person it has a "I am floating" feeling to running. At some point the animation does get a ridiculous "cheesy slow motion run".

Whenever this happens, it's temporary anyway. ( I doubt any race will have a minus speed "bonus")

And beside's, that doesn't mean that I should run stupidly fast 100% of the time. In Morrowind, I never saw any bad running animations, actually :shrug:


I would rather have stuff like this

frozen areas
http://brutal.surrogateinteractive.com/DesignDoc/Frozen_Wasteland.jpg
http://mi9.com/datawallpapers/data/22/1972/1199277247/icy-mountain-on-the-ocean_1152x864.jpg
http://fc03.deviantart.net/fs34/i/2008/311/b/1/Ice_Cave_by_MeckanicalMind.jpg

and non-frozen areas
http://www.iglucruise.com/images/Geiranger-fjord.jpg
http://fc00.deviantart.net/fs70/f/2010/047/a/b/Mountain_Kingdom_by_Vablo.jpg

I would like for there to be a magical feel to certain areas (not all). I'd love for there to be strange glowing crystal plants, glowing water, and a bunch of magic baddies at certain areas. It really goes well with snow, imo.



And a note on animation:

Why does bethesda lack in this? I mean, there's so many indie game, with really low budgets, that do way better than Bethesda here. In Oblivion, my male characters will wiggle thier bums like girls, no matter what gender, and in Morrowind everything is too Ridgid.

I'd like to see somewhere between Oblivion and Morrowind's animation. If I can find it, I'll try to link the animation mod that does well, for Morrowind.

EDIT: I can't find it :sadvaultboy:
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Thu Sep 23, 2010 1:38 pm

I'm playing "Oblivion" currently and last played it a year ago. Something that has occurred to me about the next game: maybe Bethesda has hit the limit in how much they can give us in a game, and should try to narrow their focus somehow. When you think about all the caves, the ruins, the towers in Oblivion, the dungeons, and so on, you start wondering if Bethesda has reached some kind of limit. I'm not articulating this well, probably.
User avatar
SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

Post » Thu Sep 23, 2010 9:08 pm

I'm playing "Oblivion" currently and last played it a year ago. Something that has occurred to me about the next game: maybe Bethesda has hit the limit in how much they can give us in a game, and should try to narrow their focus somehow. When you think about all the caves, the ruins, the towers in Oblivion, the dungeons, and so on, you start wondering if Bethesda has reached some kind of limit. I'm not articulating this well, probably.


What the hell are you talking about?
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Thu Sep 23, 2010 6:42 am

What the hell are you talking about?


I guess I'm saying quantity (of dungeons) is not the same as quality; that I don't know how Bethesda can top themselves for the next game, unless they focus more on the game's writing.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Thu Sep 23, 2010 11:31 am

I guess I'm saying quantity (of dungeons) is not the same as quality; that I don't know how Bethesda can top themselves for the next game, unless they focus more on the game's writing.



I think you have a few people here people backing you on this.
I don't really need more stuff in the next game(s), but I will need the stuff (and the fluff behind the stuff) to be interesting.
Of course, no-one is going to turn down larger lands, more loot, monsters and whatnot, but I would like to see them focus on the story first. Then gameplay. And then the stuff.
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

PreviousNext

Return to The Elder Scrolls Series Discussion