TES V Ideas and Suggestions #168

Post » Wed Feb 23, 2011 2:11 am

You're right. It would certainly svck if the one time they came to this thread for ideas, my post was the first one they saw!
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Cat
 
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Post » Wed Feb 23, 2011 5:19 am

I have another question for you guys. How do you make daggers and the like useful? Daggers and shortswords were pretty pointless compared to longswords in Oblivion. How would you remedy this? The only thing I can think of, is giving sneak attack benefits to daggers, but that goes into the sneak skill's realm. As it's own skill for "Daggers" or "Short Blade", how would you give it an advantage over longer blade and blunt/axe weapons?

Also, how would you give advantages to throwing weapons over a bow, or a crossbow?



Making each skill useful is imperative for TESV. Todd Howard shares this view in his interview with Planet Elder Scrolls. Going about that though is difficult for me to think about, as the examples I gave above. Because I want to include throwing weapons, crossbows, spears, etc. But if they don't have any advantages over something else, then there's no point of including them in the game. I hope Bethesda has included them in the game and has a good advantage/disadvantage system for weapons, armor, spells, etc.
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Kieren Thomson
 
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Post » Wed Feb 23, 2011 2:02 am

I have another question for you guys. How do you make daggers and the like useful? Daggers and shortswords were pretty pointless compared to longswords in Oblivion. How would you remedy this? The only thing I can think of, is giving sneak attack benefits to daggers, but that goes into the sneak skill's realm. As it's own skill for "Daggers" or "Short Blade", how would you give it an advantage over longer blade and blunt/axe weapons?

Also, how would you give advantages to throwing weapons over a bow, or a crossbow?


Hmm, maybe by making it far more likely to be disarmed when wielding a longsword than when wielding a dagger. Or being able to equip a dagger or shortsword as a sort of secondary weapon, which you can draw quickly if your primary weapon is dropped or broken.

Just thoughts, definitely room for improvement on these.
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Kelly Tomlinson
 
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Post » Wed Feb 23, 2011 2:44 pm

Learn from the latest Harry Potter game, Bethesda! We the people demand a cover-based shooter! Litter the environment with chest-high walls and to hell with immersion or atmosphere! :evil:


I think I should be happy that Mass Effect 2 was my first and only cover-based shooter-RPG. So, it didn't hinder my enjoyment over it.I can understand how people must hate them already.

Learning from other games is good. Redoing mistakes is not.
Daggerfall: Critical Strike, Dodge, Medical, ability to kick in doors, dis/advantages, spells that gain power, seasons

FEAR: kicking in melee combat, seeing your body and shadow

Thief 3: knocking out and backstabbing, again seeing yourself and shadow, moving light sources and soft shadows

Mass Effects and Dragon Age: well written dialogue, NPC that feel more like people than NPCs, choices and consequances.

The Witcher: choices and consequances, gray morals, tasteful advlt content, nasty humour.

Gothic series: design of outdoors, multiple possible ways of doing things/quests

Mount&Blade: realistic horses and mounted combat, visually realistic armour and weapons

Doom 2: Arch-Vile (the demon that can set you on fire when he has visual contact)

URW: multiple damage, armour and wound types. Survival elements such as tracking, hunting, fishing, cooking, first aid, crafting, hunger/ thirst/ exhaustion/ freezing, seasons


Edit:
How do you make daggers and the like useful?

AGI gives damage bonus for small weapons like daggers, while STR gives bonus for big weapons. Damage per time units is what counts, and lighter weapons are swung faster. Also, it would be neat if you could conseal smaller weapons and take them where heavily armed people are not welcome.
Being able to throw your weapon at any time would make spear fighting, as well as having multiple daggers with you, awesome. Daggers could also deliver poisons more effectively into the blood of foes, while stuff like maces and quarterstaves should not be poisoned. Think about it: a small blade goes through armor, doing not much damage put penetrating through and delivering the poison. Bigger weapons would just bash the armor and deliver 'normal' damage.
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Sammykins
 
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Post » Wed Feb 23, 2011 7:28 am

i read the subtitle as "we want hokers!" was mildly surprised that Ratwar would make such a suggestion.


We want horkers!


Why did I see that as well? :shrug:

I know I need to wear my glasses, but I think Ratty played this on purpose.

Mkay... I haven't done this in some time so here goes my usual spiel:

1. Target lock.
2. Cooking (mini-game or real time), as a sub for "Alchemy for Dummies".
3. Stealth and combat have been developed very well. Try and work on magicka now. Ruin collection, tombs/spellbooks for storage and availability. Having to precast spells for use by gesture (yeah, I'm really diggin' the Arx Fatalis system).

I know I'm forgetting something. Oh yeah, please; no more Fargoth/Gaenor/Adoring Fan! We get the joke already.
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Marcus Jordan
 
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Post » Wed Feb 23, 2011 2:38 am

Edit:

AGI gives damage bonus for small weapons like daggers, while STR gives bonus for big weapons. Damage per time units is what counts, and lighter weapons are swung faster. Also, it would be neat if you could conseal smaller weapons and take them where heavily armed people are not welcome.
Being able to throw your weapon at any time would make spear fighting, as well as having multiple daggers with you, awesome. Daggers could also deliver poisons more effectively into the blood of foes, while stuff like maces and quarterstaves should not be poisoned. Think about it: a small blade goes through armor, doing not much damage put penetrating through and delivering the poison. Bigger weapons would just bash the armor and deliver 'normal' damage.

Awesome ideas.

And what about the difference between blade and blunt/axe? In Oblivion, there was barely any difference.
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Brad Johnson
 
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Post » Wed Feb 23, 2011 2:20 pm

I have another question for you guys. How do you make daggers and the like useful? Daggers and shortswords were pretty pointless compared to longswords in Oblivion. How would you remedy this? The only thing I can think of, is giving sneak attack benefits to daggers, but that goes into the sneak skill's realm. As it's own skill for "Daggers" or "Short Blade", how would you give it an advantage over longer blade and blunt/axe weapons?

Also, how would you give advantages to throwing weapons over a bow, or a crossbow?

I think small weapons like that would be more appealing with the deadlier combat systems that come up now and then, as well as the more advanced armor systems that are currently going around. You can't do much to make daggers equal in direct combat, because that's simply not what they're for. Armies never charged across fields at each other, brandishing short daggers. If they're brought into combat it's typically as backup because they're light and easy to bring along. I don't mind them being thought of as primarily stealth weapons; a heavily armored warrior choosing a knife is like an untrained mage using a broadsword instead of their spells. If you want to do that for challenge or personal preference go ahead, but it's not going to be "just as good."

If armor is more about blocking attacks outright and skill is more about avoiding/redirecting blows in a deadlier combat system, a dagger is still a threat since the focus is no longer on using it to just chip at an enemy. Because they're small and light it's easier to target a specific area, and their size and speed makes it more difficult for someone to avoid or parry them. Someone less skilled with them will jump into combat and get slaughtered, but a capable knife-fighter could slip in close dodging attacks, and instead of "fighting" with a series of regular attacks, win with a quick sequence of critical ones. Likewise, as a bit of seldom-mentioned realism, if drawing weapons actually takes a moment instead of the item just appearing in your hand, daggers would easily be one of the fastest blades to produce.

Really, making different weapons and combat styles "their own thing" would in itself do plenty to make daggers feasible, instead of the current method in which every weapon is basically a different model for the same thing. The speed of daggers would become preferable for many stealthier, indirect styles. A rogue might toss a pouch of sand at someone's eyes and quickly shank them while they're distracted. An assassin could easily conceal the blade and approach someone surrounded by guards who think he's unarmed, then cut the target's throat and start running before swords are even drawn. Same idea with short swords, really...they're less damaging but faster than long ones. In combat that's about moving and striking instead of who can be stabbed more dozens of times, choosing a weapon for speed makes a difference.

As far as throwing weapons, they're typically lighter (only ammo, no launcher), won't break on you, and much faster. There's no drawing of the bow or loading of the bold; the weapon is ready the instant it's in your hand. It's also a stealthier skill, letting you throw something at any time when a high-security area might confiscate a bow. More than giving advantages to the throwing, I'd prefer the addition of these things as issues with fired weapons. I definitely agree about making skills useful, though...that's something I've at least tried to do with my own set, with priority on things they can do instead of just having a lot of them.
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Cheryl Rice
 
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Post » Wed Feb 23, 2011 2:55 pm

Fat and very old people thank you. that would be nice.
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emma sweeney
 
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Post » Wed Feb 23, 2011 1:47 am

  • Perhaps crossbows can have an armor-piercing advantage over bows, and bows would do more damage to lighter armored targets. I've read online that crossbows are more efficient at closer ranges. So perhaps they can do more damage than a bow at close range, but farther away, the bow should do more damage.
  • Blunt weapons could break armor more easily, while swords do a bit more damage to lighter armored targets but do not have as much armor-damaging ability.

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Alan Whiston
 
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Post » Wed Feb 23, 2011 2:01 pm

  • Perhaps crossbows can have an armor-piercing advantage over bows, and bows would do more damage to lighter armored targets. I've read online that crossbows are more efficient at closer ranges. So perhaps they can do more damage than a bow at close range, but farther away, the bow should do more damage.
  • Blunt weapons could break armor more easily, while swords do a bit more damage to lighter armored targets but do not have as much armor-damaging ability.


Another thing that would deepen weapon choices is an injury system. Blunt weapons would be unlikely to cause bleeding, but much more likely to result in broken bones. For enemies who might be immune or prone to certain forms of damage (like, say, a skeleton), blunt or bladed would be a big difference. A hunter could hit someone in the leg with a barbed arrow and then just trail them, letting them be weakened by blood loss.
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jason worrell
 
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Post » Wed Feb 23, 2011 3:40 pm

  • Perhaps crossbows can have an armor-piercing advantage over bows, and bows would do more damage to lighter armored targets. I've read online that crossbows are more efficient at closer ranges. So perhaps they can do more damage than a bow at close range, but farther away, the bow should do more damage.



Up until now, engagement ranges didn't really go up over 50 meters. As such, I think the aspect that differentiates bows from crossbows most is actually reload speed. Though, reloading a bow isn't as easy in real life as Legolas makes it look but it's still significantly faster, at least compared to a decent crossbow.
Another factor, I think much harder to replicate in game, is that shooting crossbows accurately is way easier than shooting a bow.

If they actually tried, measuring the speed and calculating the kinetic energies of a crossbow bolt and an 2-and-a-half foot arrow at a given distance wouldn't be very hard. Then nobody could complain about how the arrows move too slow since it's real world data about real, non-magical stuff.
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tiffany Royal
 
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Post » Wed Feb 23, 2011 12:29 pm

  • I really hope Bethesda implemented something like http://www.youtube.com/watch?v=29ZEvxwq_F8

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Je suis
 
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Post » Wed Feb 23, 2011 1:52 am

  • I really hope Bethesda implemented something like http://www.youtube.com/watch?v=29ZEvxwq_F8


Hey not bad, almost like the Euphoria system
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lexy
 
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Post » Wed Feb 23, 2011 6:11 am

In a nutshell; I'd like the vastness of Daggerfall, the depth of Morrowind, and the eye candy of Oblivion.

I'd like for my character to not be a sidekick in TES:V.

I'd love for there to be no morally right choices in most quests, guild quests, and possibly even the main quest. I want choices for everything. I want to make decisions, but I don't want strict good/evil in everything, and I want there to be consequences. Not just a simple effect of the choice. Make it snowball. One effect leads to another, which leads to another, etc. Give different perspectives, and don't make it good guy/bad guy. Oblivion was severely lacking in this department.

I'd also like to see diversity of culture and customs. This, along with the difficult navigation of Vvardenfell made the island seem even bigger. References to lore and encouragement to understand lore and history within the game also helps with immersion. Imperials and the various dunmer, and the great houses all at each other's throats/attempting to spread their influence kept tensions between all of the factions high, which also helped feel a sense of diversity in the game. Adding this diversity with all gray factions (no good/evil) could potentially make the game feel incredibly large and accomplish the task of replayability.

Daggerfall had some huge books, and if there were books as such in TES:V, I'd be grateful.

Also, I think the cookie-cutter dungeon trend is at an end, but just to make sure, please don't do it. There should be reason for going into a dungeon rather than loot. In previous games, you entered a dungeon to see what was inside. In Oblivion, you entered to grab its riches. Make it more like previous games.

As for items and enemies. They should be predetermined. From the start of the game, that Daedric gauntlet should already be sitting in that dungeon. Make the items rare.



That wasn't much, but those are some non technical features that I'd like to see.

Edit: Oh, and the skill system must be fixed. The benefit every 25 levels thing. It was laughably bad in Oblivion. I'm not saying Morrowind or Daggerfall had perfect systems, but something more along those lines would be much better. Anything but Oblivion's.
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Nicholas
 
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Post » Wed Feb 23, 2011 6:13 am

Sprinting/jumping (roof to roof)- Assassins Creed/Mirrors Edge
Decent Horseback Riding- Red Dead Redemption (Shooting from horses, at least spells goddamit)
The Combat System from Dark Messiah/Condemned (Fluency)
Detail - ESIII
Force Push Spell - Fable
Ability to have Family- Fable 2
Almost Everything I've seen from Brink so far (sliding into cover and stuff z0mg loox so cool)
Customize your house -sims (lol)
Jobs- Fable 2 (but..... better
Co-op (split-screen and online)- Borderlands (I don't care what people say all games should have a co-op option, if you don't like it don't use it.)
Destructible Environments- Battlefield BC 2 (I want to hack away doors and windows to get into a room, imagine trees falling down at you're really powerful spells or something)
Physics- Lots of Games. Namely the body physics from GTA
Climbing- Assasin's Creed( *Nauraushaun)
Stealth (Carrying Bodies!!!) - Splinter Cell/Assassin's Creed (*perilisk)
Body Types (Fat, Skinny, Tall, Short) - GTA/Saints Row/Fable/Lots of Games Really
Spreadable Fire- Far Cry 2
Big Battles- Gow2/Lotr/Assasin's Creed 2
More Mounts (Boats,Carridges)- Zelda (Windwaker)/Red Dead
Everyone's Killable- ESIII
Emphasis on Hunting- Red Dead
Fishing- Zelda
Mark and Recall, Levitation- ESIII
Dismemberment- Fallout 3
Gambling- Fallout: New Vegas/Red Dead/Fable
Robberies- GTA/Red Dead (I want to be able to rob a store/person instead of kill them or stealthily steal from them)
Everything's a weapon- Dead Rising
Followers- FO: New Vegas
Perks? (maybe) - FO/COD
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Syaza Ramali
 
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Post » Wed Feb 23, 2011 7:35 am

Ever since playing Morrowing ages ago, i fell in love with TES. But I always felt like there were some core mechanics missing. 3 examples seem just minor, but really add so much diversity to the game. Dual wielding, melee attack skills, and crafting.

Using a dagger and a shield is lame, 2 daggers would be more realistic and enjoyable, they should also switch dagger damage to be governed by agi, not str.

Melee Skills: The closest thing would be on touch magicka. But having more then attack/ directional power attacks would add so much more depth to the combat system of TES. Just hot key them like you would normally with the d pad

Crafting: The only issue i have with crafting in this game is the armorer skill......... I dont see why they have a whole skill devoted to something as simple as repairing your gear. Using this as well as crafting your own armor would easily add many hours of game play, as well as more character personalization. imo for the next TES if armorer is only for repairing, get rid of it, and we will just repair from vendors, i highly doubt anyone would miss the armorer skill if we cant craft anyway.

New to these forums, i dont know if these suggestions have been posted before, or if these issues were ever talked about.

TES would make an incredible MMORPG :P:P
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Isaiah Burdeau
 
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Post » Wed Feb 23, 2011 7:46 am

New to these forums, i dont know if these suggestions have been posted before, or if these issues were ever talked about.


By now EVERYTHING has been suggested. gamesas just make the game already...

Stephen.
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Kayleigh Williams
 
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Post » Wed Feb 23, 2011 12:31 pm

By now EVERYTHING has been suggested. gamesas just make the game already...

Stephen.

Krhm... Actually they could have made the game after the very FIRST thread of suggestions. The most important things came up in there already. During these years, more and more good ideas have come up, of course, but no one can suggest to cram them all in TES5.

It needs only to be a better game than TES2 and TES3, not a Messiah Game to end all other gaming on this Earth. That's what TES6 is for :D
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Roberto Gaeta
 
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Post » Wed Feb 23, 2011 2:28 am

Krhm... Actually they could have made the game after the very FIRST thread of suggestions. The most important things came up in there already. During these years, more and more good ideas have come up, of course, but no one can suggest to cram them all in TES5.

It needs only to be a better game than TES2 and TES3, not a Messiah Game to end all other gaming on this Earth. That's what TES6 is for :D

Not exactly like topping its predecessors will be easy, though. Messiah Game or not, you have the scale of daggerfall, the depth of Morrowind and the sheer joy of exploration from Oblivion to overcome. Hell, that's a lot.
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roxxii lenaghan
 
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Post » Wed Feb 23, 2011 4:44 pm

Not exactly like topping its predecessors will be easy, though. Messiah Game or not, you have the scale of daggerfall, the depth of Morrowind and the sheer joy of exploration from the graphics of Oblivion to overcome. Hell, that's a lot.

They'll just pick one: hopefully the depth of morrowind.
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renee Duhamel
 
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Post » Wed Feb 23, 2011 2:45 am

  • Give EAX support for ESV, and make more atmospheric nature sounds. Better crickets, owls hooting. You know, sounds you would hear in a forest.
  • Make nights darker, but give a farther distance for lights to shine that are far away from you. It'll look cool.

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FLYBOYLEAK
 
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Post » Wed Feb 23, 2011 4:11 pm

I have had this idea but will never happen, but somthing to think about.
the modding community is very large in the ES universe and has made some amazing content. the Community fixed countless issues with it's own patches that fixed what could have ruined the game itself.
the biggest issue with all this is currently, player made content cannot be played on consoles ( in be4 pro pc idiots).
It would be great, if bethesda provided the community with tools to create content, then have it downloadable such as halo 3 map variations.
I doubt it would happen, but honestly it would push boundries for RPG gaming even further as well as consoles and would probally greatly add to sales and replayablity.

I would love to play all the great mods on my 360, but cannot happen,
anyways
/dream post
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bonita mathews
 
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Post » Wed Feb 23, 2011 4:28 am

I have had this idea but will never happen, but somthing to think about.
the modding community is very large in the ES universe and has made some amazing content. the Community fixed countless issues with it's own patches that fixed what could have ruined the game itself.
the biggest issue with all this is currently, player made content cannot be played on consoles ( in be4 pro pc idiots).
It would be great, if bethesda provided the community with tools to create content, then have it downloadable such as halo 3 map variations.
I doubt it would happen, but honestly it would push boundries for RPG gaming even further as well as consoles and would probally greatly add to sales and replayablity.

I would love to play all the great mods on my 360, but cannot happen,
anyways
/dream post

Everyone would love that (even the "pro pc idiots"), but unfortunately, it's illegal.
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Naughty not Nice
 
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Post » Wed Feb 23, 2011 6:36 am

Everyone would love that (even the "pro pc idiots"), but unfortunately, it's illegal.

Yeah, people have been over this. Best I can come up with is for Bethesda to pick the ten best mods ever and release them as "official" DLC giving credit to the modders, but needing to examine ever aspect for quality control and rating issues, but that sounds like a lot of work, then there's the lore issues, etc, I'm fine with vanilla and official stuff on my xbox.

Well, the double fatigue system balances magic in a natural way, but here;s the big question, should you have to enter a different "mode" to cast like in Morrowind or be able to do it on the fly? I would say that, if the double-fatigue system was implemented, then fly-casting would work, but if it were a magic bar again, have it be its own mode, stance or whatever.
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Mari martnez Martinez
 
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Post » Wed Feb 23, 2011 3:23 am

capes, spears, crossbows, throwing knives, :bowdown: facial hair and if your going to be able to drink why not be able to get drunk similar to rdr or gta
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Elle H
 
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