TES V Ideas and Suggestions #167

Post » Mon Nov 29, 2010 2:09 am

Could we please not fight rats in the next game?
It just makes no sense how something so small and pathetic can be so stupidly aggressive. I mean, maybe if they were rabid or something though even so, it still sounds far fetched. Just think about it: 'You get to fight rats in this game'...

Mudcrabs too, they're retardedly slow and it's just incredibly hard to believe they'd put up a fight. Not that they should be removed from the game world, just made more passive.


Lol. What's funny is the next guy is arguing against how BIG the rats are...remember, in game, the rats are not "small and pathetic". And if you think something that size would not be stupidly agressive, you've never been in a jungle, or New York. The get to be fairly large as it is, and will jump and bite at you. Also, they tend to swarm. Rats would be a lot better and interesting enemies if they died easily but came 5-10 at a time.

And anyways, what else are n00bs supposed to fight? You have to start somewhere.
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Taylor Tifany
 
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Post » Mon Nov 29, 2010 3:06 am

snip
http://img706.imageshack.us/img706/9784/hairzonesixamples.gif
snip

:thumbsup:
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Abel Vazquez
 
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Post » Mon Nov 29, 2010 6:20 am

http://img706.imageshack.us/img706/9784/hairzonesixamples.gif

Why didn't I think of that :flame:

It is a great Idea.

Lol. What's funny is the next guy is arguing against how BIG the rats are...remember, in game, the rats are not "small and pathetic". And if you think something that size would not be stupidly agressive, you've never been in a jungle, or New York. The get to be fairly large as it is, and will jump and bite at you. Also, they tend to swarm. Rats would be a lot better and interesting enemies if they died easily but came 5-10 at a time.

And anyways, what else are n00bs supposed to fight? You have to start somewhere.

In daggerfall and Arena, there are other rats, but they just aren't big enough to bother you. Mudcrabs are actually the smallest in their immediate family if you know the lore. In fact, their cousins are big enough to house four mansions, three stores, Two Guildhalls, and several other things.
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Kelly Tomlinson
 
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Post » Mon Nov 29, 2010 7:12 am

I'd like to see the ability to obtain or enchant weapons with damage bonuses and without charges.

It would have to be scaled differently of course.

For example:

Oblivion fire enchanted blade does 5 fire damage and has a power pool of 300 and uses 10 power per strike, gives you 30 strikes before you need to recharge.

A new version would have the option of enchanting or buying/finding the same blade that does a static 1 damage of fire and no more recharging.

Those numbers are just for example only btw.

I'd also love a combination of them, i.e permanent 1 fire damage and 30 charges of 5 fire damage. When the charges wear off you still have a usable fire damage weapon, albeit a bit weaker.

This would remove the reliance on soul traps and regular soul gem purchasing for those who don't want to rely on it, for example for a fighter type character who is happy to pay for the recharge but doesn't want to manage that wussy magic stuff himself (as a character of course).

Certain spells would likely be charge based only, like paralyze (although it's on the mage staff only), and whatever else is deemed to be too powerful to have as a permanent option.
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Kelli Wolfe
 
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Post » Mon Nov 29, 2010 9:20 am

I'd like to see the ability to obtain or enchant weapons with damage bonuses and without charges.

It would have to be scaled differently of course.

For example:

Oblivion fire enchanted blade does 5 fire damage and has a power pool of 300 and uses 10 power per strike, gives you 30 strikes before you need to recharge.

A new version would have the option of enchanting or buying/finding the same blade that does a static 1 damage of fire and no more recharging.

Those numbers are just for example only btw.

I'd also love a combination of them, i.e permanent 1 fire damage and 30 charges of 5 fire damage. When the charges wear off you still have a usable fire damage weapon, albeit a bit weaker.

This would remove the reliance on soul traps and regular soul gem purchasing for those who don't want to rely on it, for example for a fighter type character who is happy to pay for the recharge but doesn't want to manage that wussy magic stuff himself (as a character of course).

Certain spells would likely be charge based only, like paralyze (although it's on the mage staff only), and whatever else is deemed to be too powerful to have as a permanent option.

I thought Morrowind handled recharging well. Souls are not used to recharge items in Morrowind. Instead, items recharge by themselves over time.
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Alexis Acevedo
 
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Post » Mon Nov 29, 2010 8:03 am

I'd like to see the ability to obtain or enchant weapons with damage bonuses and without charges.

It would have to be scaled differently of course.

For example:

Oblivion fire enchanted blade does 5 fire damage and has a power pool of 300 and uses 10 power per strike, gives you 30 strikes before you need to recharge.

A new version would have the option of enchanting or buying/finding the same blade that does a static 1 damage of fire and no more recharging.

Those numbers are just for example only btw.

I'd also love a combination of them, i.e permanent 1 fire damage and 30 charges of 5 fire damage. When the charges wear off you still have a usable fire damage weapon, albeit a bit weaker.

This would remove the reliance on soul traps and regular soul gem purchasing for those who don't want to rely on it, for example for a fighter type character who is happy to pay for the recharge but doesn't want to manage that wussy magic stuff himself (as a character of course).

Certain spells would likely be charge based only, like paralyze (although it's on the mage staff only), and whatever else is deemed to be too powerful to have as a permanent option.
I thought Morrowind handled recharging well. Souls are not used to recharge items in Morrowind. Instead, items recharge by themselves over time.

Well, in Morrowind it slowly dripped some points back into your enchanted weapons if you had average Enchanting skill.

I'd like for enchanting to be much more of an active thing for people in combat, and the enchantment should often expire sooner. If you're enchanting your weapons, you're kind of a battlemage already. The battery system of Oblivion was annoying because it cheapened the soulgems and the effort that should go into them.

At lower levels I think you use your soultrap to apply the creature's soul to the weapon for a certain amount of hits or time. You kill lesser things, and you can apply them to the weapon. The game chooses what kind of power they give the weapon.

For higher level creatures you kill, you can use them as an Oversoul for your weapon. They are attached longer term, or until you or someone else dispels them. You switch your weapon between attack and eat outside of combat, attack casts the enchantment, eat lets the oversoul consume lesser souls so it can keep attacking. This shouldn't last forever, it should be like Daggerfall where when the enchantment breaks, the creature attacks you.

Full on permanent enchantments don't need to be fed, and you can supplement their abilities with the ability of the creature you kill.
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Dale Johnson
 
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Post » Mon Nov 29, 2010 7:00 am

Well, in Morrowind it slowly dripped some points back into your enchanted weapons if you had average Enchanting skill.

I'd like for enchanting to be much more of an active thing for people in combat, and the enchantment should often expire sooner. If you're enchanting your weapons, you're kind of a battlemage already. The battery system of Oblivion was annoying because it cheapened the soulgems and the effort that should go into them.

At lower levels I think you use your soultrap to apply the creature's soul to the weapon for a certain amount of hits or time. You kill lesser things, and you can apply them to the weapon. The game chooses what kind of power they give the weapon.

For higher level creatures you kill, you can use them as an Oversoul for your weapon. They are attached longer term, or until you or someone else dispels them. You switch your weapon between attack and eat outside of combat, attack casts the enchantment, eat lets the oversoul consume lesser souls so it can keep attacking. This shouldn't last forever, it should be like Daggerfall where when the enchantment breaks, the creature attacks you.

Full on permanent enchantments don't need to be fed, and you can supplement their abilities with the ability of the creature you kill.


That seems almost like a new skill altogether, or at the very least a very cool unique item. It stores the soul of your last victim and you gain different bonuses depending on the type and level of the victim, i.e a rat might give you a drain fatigue effect of a low standard, but an undead might do a drain endurance and cold damage or something.

Nifty idea. I'd like to see something like that as well.

Hell, they could vary the whole system up and give multiple avenues of enchanting weapons, through your own skill like morrowind, through altars and gems like oblivion and through direct soul capture etc.
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Rachael Williams
 
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Post » Mon Nov 29, 2010 1:29 am

Instead of factions(!) telling unrelated stories, they should offer different perspectives on the plot. This way, we don't have Hist trees making beer in Leyawiin and a shallow encounter with the God of Worms, out for REVENGE: The Sequel! I forgot what the Dark Brotherhood were doing. Anyhow, something relevent.
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Mariaa EM.
 
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Post » Mon Nov 29, 2010 11:49 am

The dike brotherhood story was about the noob whos yo momma was stuck like a fat pig so he rage quit.
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Nims
 
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Post » Mon Nov 29, 2010 4:39 pm

I've been playing a lot of RED DEAD REDEMPTION lately, and I really like how it's Single Player campaign has the same epic feel as ES3 and ES4. I'd like to see ES5 have the same ability to party-up with others and fight through the land together in a separate multiplayer experience.

Also, I expect ES5 to have an overall world map at least twice as big as Oblivion.
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LijLuva
 
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Post » Mon Nov 29, 2010 2:57 am

What about weapons with effects? Like a firey sword or sword with lightning effects always nice editions to me. I also like the bonus damage idea without it being a charge.
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Spooky Angel
 
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Post » Mon Nov 29, 2010 4:03 pm

Another thing I hope they do is hire more than 3 people to do the voices, I really hope they do not let the same guy do all the main voices, that was one of my biggest complaints having every main character sound exactly the same. I liked the guys voice okay, just not on every single person I met.
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Krystina Proietti
 
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Post » Mon Nov 29, 2010 9:35 am

For how much thier games make, I think Bethesda could invest alot more into the voice work of the games.
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lolli
 
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Post » Mon Nov 29, 2010 12:13 pm

For how much thier games make, I think Bethesda could invest alot more into the voice work of the games.


I agree that the voice acting needs some work, especially in terms of variety of voices, although I do think quantity is more important than quality in this field. If we're having voices, I'll settle for just about passable actors, as long as they're given loads and loads of dialogue to voice. The more the better, even useless dialogue that doesn't go anywhere. Especially useless dialogue that doesn't go anywhere. That adds depth and realism to the characters - not everyone talks about where to find treasure and who needs help with what. Having said that I wouldn't be devastated to see the voices totally done away with. For me, Morrowind's text based speech was perfectly adequate, although I see why it may put off more casual gamers and I doubt Bethesda will be going back to it.

Another thought:
I don't want cities to be totally safe as they were in Oblivion. In the busy high street, sure, I should be safe enough, but venture a few feet into a shady side alley or wander into the poorer parts of town, I want to have to be constantly on the look out for muggers. Even more so at night. I want to be stopped by a couple of tough looking guys who demand all my money as I venture down some decrepit old alleyway after dark, and have to fight or flee to protect my wealth and my own life.
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hannaH
 
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Post » Mon Nov 29, 2010 10:54 am

I've been playing a lot of RED DEAD REDEMPTION lately, and I really like how it's Single Player campaign has the same epic feel as ES3 and ES4. I'd like to see ES5 have the same ability to party-up with others and fight through the land together in a separate multiplayer experience.

Also, I expect ES5 to have an overall world map at least twice as big as Oblivion.


There exists a http://www.gamesas.com/index.php?/topic/1085332-official-tes-multiplayer-thread/ for this.

The world was large, just not detailed enough.
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Rebecca Clare Smith
 
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Post » Mon Nov 29, 2010 5:38 pm

Here is what I'm wanting to see. I would like a main story opponent, that makes me think, this will actually be a challenge. An enemy that actually seems like a a monster from the deepest cubby of my imagination. I say this because in Oblivion we get a winy little brat with an attitude problem, and in Morrowind we get Dr. Frankenstein pretty much. When I see this dictator of deviousness, I actually want to be thinking, no way I can beat him.

Suggestion, real sword fights. Duels would be awesome, say someone wants to duel you in town, you accept, you draw your weaopn, he/she draws his and and the people crowd around. Like a duel in Red Dead Redemption, except with melee weapons. In the dark ages, and renasaiince they would have an honorable duel between knights, thats what I want to be able to do. To be able to see the actual wear and tear in the weapon would be very nice too. See an actual knick in the blade where you remember seeing another blade hit in that exact position.

Being able to actually craft your own weapon would be great too. We should be able to work for a blacksmith and be able to design out own weapon and create everything from the but of the hilt, to the tip of the blade.
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Isabel Ruiz
 
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Post » Mon Nov 29, 2010 2:45 am

Lol. What's funny is the next guy is arguing against how BIG the rats are...remember, in game, the rats are not "small and pathetic". And if you think something that size would not be stupidly agressive, you've never been in a jungle, or New York. The get to be fairly large as it is, and will jump and bite at you. Also, they tend to swarm. Rats would be a lot better and interesting enemies if they died easily but came 5-10 at a time.

And anyways, what else are n00bs supposed to fight? You have to start somewhere.

Well, the simple description of 'Rat' doesn't really fit the things in game, though they're still fairly small for something that will charge you unprovoked from 10 meters away, jump 4 feet up and try to bite your face off before you cut them to bits since they're too dumb to actually use their size to their advantage.They only really pose a (laughable) threat in the sewers tutorial and afterwards are just distracting little things occasionally even being annoying. And to add to what I said about how weird 'fighting rats' sounds, let's say you go the way of the thief, you sneak-attack rats?

Secondly, the environments shown in games is hardly like that of a jungle and about New York, as far as the collective internet can venture to say, the worlds largest rat was found in Papua New Guinea, 5 times bigger than a city rat and it's just about the size of what's in game. http://news.bbc.co.uk/earth/hi/earth_news/newsid_8210000/8210394.stm, I heard it tore someone's arm off after they shot the first video.
A rare encounter that's more startling than anything? Maybe. A common enemy? I'd say no.

Also, noobs can fight other noobs, zombies would also fill in nicely.
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carly mcdonough
 
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Post » Mon Nov 29, 2010 11:31 am

Hey, what do you all think about fully-wearable layers of equipment? In this, I mean that you could wear a shirt with partial armor over it; parts of the shirt won't show up (dynamically hidden rather than built into the model like Oblivion) wherever the armor is. In addition, you could wear a tabard or robe over it the armor, and only the parts not hidden by the robe will show up.

I believe there's two (good) methods for the programmers to do this; dynamically hiding faces or removing vertexes based on what parts are covered by the other layers, or using rendering layers (layer 1 always shows up over layer 2, and such).

The downside is that this might force them to use much lower polygon counts; especially with the rendering layers, considering how many engines aren't great at dynamically ignoring the unseen. (C4 versus Unity 3D, for example. HUGE difference.)
Given, Oblivion's polygon counts were not optimized in the slightest, and keep in mind that the art style (textures and animations) can greatly make up for lower polygon counts.

Do you think it would be a good tradeoff?
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Vivien
 
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Post » Mon Nov 29, 2010 2:16 pm

I have a multiplayer idea that would keep the game still very much single-player, but would also allow the guys that want to play with their buddies to do so:
I'll be using Oblivion as an example. And think about Gears of war 2's Horde mode, and Halo ODST's Firefight mode.

So, I go to the arena, and fight a little bit there. Then I get bored. So I go and either: Talk to an NPC and select a certain dialogue option, like "I want to find a partner!" then it would either host a lobby, or do a matchmaking system, and find another player, then we would both meet in the Arena. OR, instead of talking to an NPC, I would simply go through a door (load a new cell), and that would be like the matchmaking right there, when going through the door, it would matchmake, and all the players doing this would be put into the same arena. Well, not like ALL 400 or whatever, just like 6 per-group. But the door way wouldn't really work without some tweaking, because then there would be no lobbies, so friends really couldnt get together :( unless they did it another way (and I imagine IF they do multiplayer, it will be lobby and not matchmaking). Or they could make it REALLY easy, and just make it so that when your in the bloodworks of the arena, you could just invite a friend (invite only) and they could join.

Then, once players are together, they would go through waves of enemies, like the Arena, but differently. Now, assuming a level 7 and a level 24 want to play together?.. Well, the only thing i can think of would be, the creatures would be the level of the higher player, but the lower player recieves less damage, and deals out more, making him a virtual level 24. or vice versa, make the creatures level 7, and the level 24 do less damage, and take more damage.. a virtual level 7.

I think that would be nice. Though I would still prefer a just a small multiplayer system. Basically free-roam (just like the actual game) but you can invite a friend. Idk. I just get bored with single player after my first to second play through.
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Stay-C
 
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Post » Mon Nov 29, 2010 6:18 am

If they let any multiplayer in, I'd want the second player to control the first player's pet or summoned daedra. You could play as the pet dog or chicken and try to peck the crap out of zombies. Then "Run away! Run away!" when they came after you. That would be sweet.
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Curveballs On Phoenix
 
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Post » Mon Nov 29, 2010 7:57 am

that sounds SOOOOOO boring.
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SaVino GοΜ
 
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Post » Mon Nov 29, 2010 2:31 pm

that sounds SOOOOOO boring.
Of course it sounds boring, it suggests multiplayer.
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Syaza Ramali
 
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Post » Mon Nov 29, 2010 12:59 pm

Recall forces you to wander through the currents - realms not necessarily belonging to a Prince - of Oblivion. Months may ellapse, in Tamriel, while wandering through Oblivion - or perhaps no time at all - before reaching the Marked spot. Oh, and you can get lost without a holographic map of the currents. It will never happen, but it worked for Flamesong. It'd be like a mini-game of Portal.
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jennie xhx
 
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Post » Mon Nov 29, 2010 3:17 pm

Recall forces you to wander through the currents - realms not necessarily belonging to a Prince - of Oblivion. Months may ellapse, in Tamriel, while wandering through Oblivion - or perhaps no time at all - before reaching the Marked spot. Oh, and you can get lost without a holographic map of the currents. It will never happen, but it worked for Flamesong. It'd be like a mini-game of Portal.
Recall is mysticism, more likely to make you walk through Aetherius. Conjuration is the magic that deals with daedra. I do think they should rename conjuration to be Daedric.
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Astargoth Rockin' Design
 
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Post » Mon Nov 29, 2010 8:26 am

  • Is it too much to ask to make the collision physics meshes the same exact mesh as the actual object mesh? So there would be no more floating items and the items wouldn't be flung across the room whenever an NPC sat down or something.
  • Utilize http://lightsprint.com/ or something. It will improve the lighting (no more light bleeding) and shadows.

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Tanya
 
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