TES V Ideas and Suggestions #167

Post » Mon Nov 29, 2010 5:18 am

You do realize that night elves don't exist in TES, right? And that dragons are insanely rare, and were protected servants of the Septim Empire? Also, you can't ride an eagle, you'd kill the thing sitting on it.


It's just a game, and my bad night elves don't exist, dragons are rare yes but yet again it's just a game, same answer for eagles and also not the small eagles, I'm talking about the big ones from lord of the rings.
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Wayne Cole
 
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Post » Mon Nov 29, 2010 12:56 pm

It's just a game, and my bad night elves don't exist, dragons are rare yes but yet again it's just a game, same answer for eagles and also not the small eagles, I'm talking about the big ones from lord of the rings.



The whole purpose of TES games is to be able to create a character and make him do what you want in a very immersive huge world with its own lore, politics and such so it is as believable as possible for that particular world. If TES lore says dragons live outside of Tamriel, are super rare and only a particular situation would make it possible for anyone in Tamriel to just see one, well anything going against that would make the whole lore/history incoherent and less believable. You want to play - or "live" - somewhere coherent, if you opened the TV and you were told nazis are trying to invade the middle-east, you'd think something was wrong in your history books, same here. You can't add or take out anything you want in the ES universe just because "it would be cool", it doesn't work like that.

Also, did you really played Oblivion? I mean, since Arena you can choose your own classes or create a custom one. And there's lions in Oblivion. And I don't see how you wouldn't like to play a free MMO... even more considering those games offer much less for a lot more money and that some day you won't even be able to enjoy that "invested" money.
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Bedford White
 
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Post » Mon Nov 29, 2010 1:31 pm

And I don't see how you wouldn't like to play a free MMO... even more considering those games offer much less for a lot more money and that some day you won't even be able to enjoy that "invested" money.

And there's one more "problem", ever since Morrowind TES is a very mod intense game with a huge modding community, in a MMO modding simply isn't possible, at least not to the extend we see in TES.
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Jeneene Hunte
 
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Post » Mon Nov 29, 2010 7:00 pm

I was disappointed then Oblivion came out, because Bethesda have removed the SlowFall spell with lots of others spell and also changed the enchantment process. They should bring back SlowFall and the Mark/Recall spell at least for the next game. I really missed the "Cast When Used" enchanted amulets and rings. For the creatures they can keep the mountain lions, wolf and the bears, but for god sake add some birds not necessary take back the cliffracers though.

I loved the realism of fighting, so there one thing I would like to see for TES V and maybe add some new classes for your character as well. If this is possible Bethesda could change the starting cell from prison dungeon to something different, for an example a shipwreck perhaps or someone is rescuing you.

I agree on the birds but realism of fighting? 30 arrows to the face and still surviving isn't realistic. And melee relied too much on blocking
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Kate Murrell
 
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Post » Mon Nov 29, 2010 4:24 pm

even tho i thot the fable games wer stupid an immature i liked that u could hav a family an jobs. id like to see that in tes v. i would also like spears an pikes brot back. an more quests were u are not by yorself. boats an pirates an sea type stuff would b cool. an like said earlier a villain that u think theres no way u can stop. an more battles with large armies. it seems like i did enjoy any of the others lol. but i did luved em juz wish this stuff woulda been there


I'm not saying this to be offensive or anything, but calling a game stupid and immature and having language like that? If you come from a non english speaking background then it can be partially forgiven. Otherwise, please refrain from calling other things stupid and immature unless you can say it properly.

Also, whilst a battle with a big army would be fun, it's murder on your machine unless the game engine is really dumbed down. Look at mount and blade for example, they have battles with several hundred NPCs at once, and the only way to do that is by having reasonably poor graphics.
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Brooke Turner
 
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Post » Mon Nov 29, 2010 5:42 pm

A few more suggestions i've been thinking of:

- a better combat system, parries dodges blocks, arrows being more of a threat and perhaps a bit harder to learn to use (i.e if you don't take marksman or spend alot of gold in training costs then it should be very difficult)

- real world fire being a threat, much like dark messiah of might and magic, if there was a campfire around you could kick a bad guy into it and he'd catch on fire and burn to death

- the ability to kick opponents, again from dark messiah, but hot damn it was fun and very sweet in the right spot, block an attack and step up and kick the bad guy off a cliff/into a fire/into a spike rack(which they seemed to have alot of conveniently)

- a few more movement spells like slowfall, not flying though, but maybe something like a catapult spell, it launches you through the air to cross large distances and you slowfall down, not really know the exact spot of landing

That's about it for now.
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Katie Samuel
 
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Post » Mon Nov 29, 2010 9:50 am

A few more suggestions i've been thinking of:

- a better combat system, parries dodges blocks, arrows being more of a threat and perhaps a bit harder to learn to use (i.e if you don't take marksman or spend alot of gold in training costs then it should be very difficult)

- real world fire being a threat, much like dark messiah of might and magic, if there was a campfire around you could kick a bad guy into it and he'd catch on fire and burn to death

- the ability to kick opponents, again from dark messiah, but hot damn it was fun and very sweet in the right spot, block an attack and step up and kick the bad guy off a cliff/into a fire/into a spike rack(which they seemed to have alot of conveniently)

- a few more movement spells like slowfall, not flying though, but maybe something like a catapult spell, it launches you through the air to cross large distances and you slowfall down, not really know the exact spot of landing

That's about it for now.


Hehe, I playd Dark Messiah too, and the combat is waaaayyyy better than TES.
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Dorian Cozens
 
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Post » Mon Nov 29, 2010 4:50 am

What would you all think about the character talking?

I don't think it would be such a bad idea to at least give the PC some base lines here and there, not speaking ALL lines but maybe when giving someone commands he could say "stay here" or "follow me"


Definitely not one of your better ideas. Having the character speak would spoil the player's own mental image of how the character should sound, and what they should say. That would be a huge RP breaker, in my eyes. I remember in the old Jagged Alliance game, you could choose between 3 or 4 voices for your "leader" character, and they all sounded "mentally challenged"; it was awful to hear your character talk like they had either a severe speech impediment or brain damage. If I recall correctly, many of the choices for NWN's party member voices were even worse. In an effort to make them sound "unique", most of them ended up so "forced" as to be absurd, and there were almost no "normal" voices. With the diversity of possible character races, personalities, and inclinations, the minimum number of voices needed to do even the majority of them justice would be overwhelming.

Your piecemeal hair idea sounds promising, though. I hated how HALF of an Oblivion hairstyle looked good, but the other part was either completely bald or something else equally ridiculous. Being able to "assemble" a hairstyle would provide a lot of flexibility.
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Emma louise Wendelk
 
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Post » Mon Nov 29, 2010 6:16 am

I agree about character speech not being good. If you're trying to say the character would speak all lines, only a few, to try and make it seem okay to have a voice, then its pointless and the PC may as well speak every line. Once you hear how he speaks 'Follow me' or whatnot, the voice of the character has been dictated to you and it will be difficult/impossible to truly be able to try and assign your own imaginative voice to him.
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SEXY QUEEN
 
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Post » Mon Nov 29, 2010 9:32 am

One of the things I'd like changed in the next Elder Scrolls is that at the end of questlines (Thieves Guild, SI, etc.) I always felt rather lost and without direction, and I never felt as if I had any power. In fact my biggest problems about the Shivering Isles were:

1.I couldn't appoint a new duke or duchess
2.I couldn't change the weather for more than 30 seconds
3.I still got in trouble with the law

One of the things I want to see return is the option to decompose or get rid of a body. This was in MW why not in Oblivion?
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Sammi Jones
 
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Post » Mon Nov 29, 2010 6:12 pm

One of the things I'd like changed in the next Elder Scrolls is that at the end of questlines (Thieves Guild, SI, etc.) I always felt rather lost and without direction, and I never felt as if I had any power. In fact my biggest problems about the Shivering Isles were:

1.I couldn't appoint a new duke or duchess
2.I couldn't change the weather for more than 30 seconds
3.I still got in trouble with the law

One of the things I want to see return is the option to decompose or get rid of a body. This was in MW why not in Oblivion?

I agree on that, there should be better, lasting rewards for finishing questlines in general.

Also, I think not only should you be able to get rid of bodies, but it shouldn't be a button. You should have to hide them (this mechanic would need improvement, both the AI and moving things) to avoid people finding bodies and the guard being alerted.

As for that, blah blah blah no psychic guards, better AI, you've all heard it before.
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Tania Bunic
 
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Post » Mon Nov 29, 2010 10:58 am

Also, I think not only should you be able to get rid of bodies, but it shouldn't be a button. You should have to hide them (this mechanic would need improvement, both the AI and moving things) to avoid people finding bodies and the guard being alerted.

On that better interactions with objects should be possible. A big issue there is that you can only "float-carry" objects which often doesn't work right. You should actually be able to pick up objects including bodies. If something is too heavy to pick up it should be possible to drag it
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Dalton Greynolds
 
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Post » Mon Nov 29, 2010 8:09 am

i just thought of a great idea!

the books in the games, in my opinion, have been mostly/completely useless. you pick up a book, flip through all the pages say "sweet" and put the book back.
you learn a little somethin and that's about it. even for quests all you have to do is open the book and the game tells you where to go in your journal.

so to make books for interesting, they should try this:
when you open a book and read it the trigger buttons (for consoles) flip the pages.
but then you could highlight any word(s) you want via the joystick controlling a cursor and the A button.
then, and only then, your journal will be "updated" by your character writing that bit of info into the journal.
the game will not "read the book for you" so to speak and will not update your journal with the info gathered from books if you didn't select anything to "write down."
then your dialogue options will allow you to ask about the things you've written in your journal.
maybe ask them if other books include something about it (since the words came straight from the book, the game should be able to recognize which books have what words in them)
or who might know about those things
so essentially it will be up to you to get necessary information.

this would remove the "open the book, close the book, my journal is updated" aspect.
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christelle047
 
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Post » Mon Nov 29, 2010 5:02 am

Good idea. You shouldn't even need to highlight any words if you have all the needed books. That would make some quests much more interesting, reading books, trying to find important bits of information and then asking someone about it, the NPC not necessarily knowing the answer, maybe referring you to someone if he knows that someone. The journal should be handled differently too, you should be able to add entries yourself and there shouldn't be completed or not quests, only quests, well you could tag them as complete or just take off some pages about a quest you don't want to do, or even those you finished, so there's no "unfinished quests". Quests completists shouldn't be rewarded, you should be rewarded doing what you want, so you shouldn't feel like finishing a quest because it's still in your unfinished quest section.
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Quick draw II
 
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Post » Mon Nov 29, 2010 5:16 am

^^ i like that journal idea as well. it'd be cool to be like "ok so i did this so i'm gonna put a check mark on it." then later down the road you find a small piece of info on that subject so you check your notes and sure enough what you thought was done has only just started.
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Isabella X
 
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Post » Mon Nov 29, 2010 4:11 am

I agree about character speech not being good. If you're trying to say the character would speak all lines, only a few, to try and make it seem okay to have a voice, then its pointless and the PC may as well speak every line. Once you hear how he speaks 'Follow me' or whatnot, the voice of the character has been dictated to you and it will be difficult/impossible to truly be able to try and assign your own imaginative voice to him.

I agree. I have been getting immersed with a monk who fight ropadope style (or at east will until his Light armor skill is maxed) and his grunts of pain go against my view of whats happening.
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Hope Greenhaw
 
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Post » Mon Nov 29, 2010 5:22 am

I like the idea for the journal...i believe it would a great deal of realism
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Zosia Cetnar
 
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Post » Mon Nov 29, 2010 4:11 am

I think speechcraft needs to be reworked. I've been playing Fallout 3 recently, and I think that it needs to be more like Speech in that game. Keep the former use, of course, (more MW style) but making it like F3 would make the skill so much more useful, and a viable alternative to combat.

Also, spears really need to make a comeback.
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He got the
 
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Post » Mon Nov 29, 2010 4:16 am

Maybe the right thread this time ?

First off, I'd like to say I preferred the Oblivion combat system. I think Beth should keep this as a base, unless they can come up with a much better dice roll system. I think my system allows for a skill based, and player controlled system.

The player aspect:

Beth should make the combat more momentum based, where a wimpy level 1 thief's iron dagger is going to bounce off of a level 1 warrior's iron armor. However, if the thief uses his superior athletics skill, and runs at the warrior, he should do some damage, and if he jumps and runs when he hits him, he should do a lot of damage. Now then, if the warrior attacks the thief, his sword should tear through his thin leather. This seems like it would make high level stealth and magical characters unable to take on even a lower level warrior. To equalize this, thieves would be given a dodge, and mages have their shield spells. Faster characters would also have an advantage, because of the, for lack of a better word, adrenaline system. Where if you constantly are on the attack, you will gain a damage and penetration bonus. They should also add active/timed block, like that in Deadly Reflex (hell, implement everything from Deadly Reflex, especially the 250% damage increase).

The character aspect:

I think Beth should first look at a mod (which I'm having trouble finding :brokencomputer: ) that makes attributes and skills have a much greater effect on damage. They should also look at Mount & Blade's combat system. If you attack an enemy with the best axe in the game, and your axe skill is 15, it will bounce off. If you attack at the same enemy with the worst sword, and you have the maximum sword skill, you'll probably kill him. So, if your a level 1 Thief with a daedric dagger, you still won't be as useful as a level 20 with an iron dagger.
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WYatt REed
 
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Post » Mon Nov 29, 2010 5:36 pm

Hehe, I playd Dark Messiah too, and the combat is waaaayyyy better than TES.

I played Mount & Blade, and the combat is waaayyyyy better than in TES and Dark Messiah combined.
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Kyra
 
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Post » Mon Nov 29, 2010 2:30 pm

Maybe the right thread this time ?

First off, I'd like to say I preferred the Oblivion combat system. I think Beth should keep this as a base, unless they can come up with a much better dice roll system. I think my system allows for a skill based, and player controlled system.

The player aspect:

Beth should make the combat more momentum based, where a wimpy level 1 thief's iron dagger is going to bounce off of a level 1 warrior's iron armor. However, if the thief uses his superior athletics skill, and runs at the warrior, he should do some damage, and if he jumps and runs when he hits him, he should do a lot of damage. Now then, if the warrior attacks the thief, his sword should tear through his thin leather. This seems like it would make high level stealth and magical characters unable to take on even a lower level warrior. To equalize this, thieves would be given a dodge, and mages have their shield spells. Faster characters would also have an advantage, because of the, for lack of a better word, adrenaline system. Where if you constantly are on the attack, you will gain a damage and penetration bonus. They should also add active/timed block, like that in Deadly Reflex (hell, implement everything from Deadly Reflex, especially the 250% damage increase).

The character aspect:

I think Beth should first look at a mod (which I'm having trouble finding :brokencomputer: ) that makes attributes and skills have a much greater effect on damage. They should also look at Mount & Blade's combat system. If you attack an enemy with the best axe in the game, and your axe skill is 15, it will bounce off. If you attack at the same enemy with the worst sword, and you have the maximum sword skill, you'll probably kill him. So, if your a level 1 Thief with a daedric dagger, you still won't be as useful as a level 20 with an iron dagger.


What I noticed in your post is the momentum thing and I thought: Maybe this guy might actually support my idea of adding sprint into the game, I suggesed it some time back but got a very bad feedback, idk whats with most members of this board, I just feel like they're trying to create Morrowind #2, don't get me wrong I like Morrowind too but you guys are so conservative about adding things to the series...
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Donald Richards
 
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Post » Mon Nov 29, 2010 6:57 am

What I noticed in your post is the momentum thing and I thought: Maybe this guy might actually support my idea of adding sprint into the game, I suggesed it some time back but got a very bad feedback, idk whats with most members of this board, I just feel like they're trying to create Morrowind #2, don't get me wrong I like Morrowind too but you guys are so conservative about adding things to the series...


I don't think I would be against a sprint option, so long as it's implemented correctly. For example, you shouldn't be able to sprint for very long at a low athletics level, and sprinting with heavy armour on should not be possible. I think sprinting should be next to useless unless you train up your athletics level - it would be useful for thieves and the like when attempting to outrun guards.

I also think normal running should be penalised somehow. Running should be togglable (if that's a word), and should cost a lot of fatigue, which should in turn have a greater effect on your ability in combat. I doubt Bethesda will implement something like this though, as having to walk so much will likely put off the casual gamer.
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Jenna Fields
 
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Post » Mon Nov 29, 2010 3:15 pm

I don't think I would be against a sprint option, so long as it's implemented correctly. For example, you shouldn't be able to sprint for very long at a low athletics level, and sprinting with heavy armour on should not be possible. I think sprinting should be next to useless unless you train up your athletics level - it would be useful for thieves and the like when attempting to outrun guards.

I also think normal running should be penalised somehow. Running should be togglable (if that's a word), and should cost a lot of fatigue, which should in turn have a greater effect on your ability in combat. I doubt Bethesda will implement something like this though, as having to walk so much will likely put off the casual gamer.

I think Daggerfall handled what you mentioned in the second part of your post correctly. The walking speed with armor on in Daggerfall seems to be equivalent to Morrowind's running speed with heavy armor on, but while holding down a certain key or mouse button, your character runs, uses up fatigue, and moves at a sprinting pace. Overall, I felt Daggerfall's walking speed was very reasonable while the running speed gave you your fatigue's worth. Daggerfall also had carts and horses to ride in, making it unnecessary to have to run in cities and waste your fatigue doing so. Being able to ride horses in cities again would be nice.
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Mario Alcantar
 
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Post » Mon Nov 29, 2010 6:03 pm

One thing I would like to see as well is an improvement in animations. I've been playing Red Dead Redemption, and the animations in that game are fantastic! Especially the horses. The way they turn and have more than two speeds. I think Bethesda could really benefit from taking a few things from that particular part of the engine.
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Doniesha World
 
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Post » Mon Nov 29, 2010 7:01 pm

I dont know if anyone posted this but it would be nice to fight on horse back or have weapons for the horse like spears of lances and maybe dragon rides it would be cool to have a sythe to fight with
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CxvIII
 
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