TES V Ideas and Suggestions #169

Post » Fri Apr 08, 2011 12:02 am

Well can you make a list of how different weapon type do different damage?
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Noely Ulloa
 
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Post » Thu Apr 07, 2011 7:59 pm

But what do the player gain from lvlling block skill?
Block should be according to your weapon, so the block skill is replaced by the Shield skill.

Well can you make a list of how different weapon type do different damage?
All weapons do all three types of damage, just to different degrees. A spear has good piercing, average blunt damage, and low slashing.
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carrie roche
 
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Post » Thu Apr 07, 2011 8:28 pm

Well can you make a list of how different weapon type do different damage?

I can try:

Basically there would be 3 kinds of damage:
Cuts:
They're measured in size and depth, both influence what effects the wound has. A larger wound usually bleeds harder, a deeper on has more severe influence on the hit body part. That way a arrow which only causes a very small wound has a stronger effect because it actually goes quite deep even without causing a strong bleeding, hastily pulling the arrow out could rip the wound bigger but "unblock" the muscle so you can move better again. Severe hits could sever limbs as they even cut through bone.

Blunt trauma:
Blunt trauma on your body numbs muscles and causes severe pain, they're too measured in size and depth. A deep blunt trauma can paralyze your muscles, with enough force even break bones. Large traumas are most of all painful, ones that's large and deep could even cause wound necrosis (this is the VERY detailed system though). A really severe hit could even crush a body part.

Tearing:
These are wounds caused by ripping or pulling, like when a animal bites into your arm and won't let go, it will pull on your muscles causing tear and scraqe off skin. Severe cases could even rip off limbs.

Burns:
Burned tissue loses usability and takes longer to regenerate as it needs to regrow.


I'm not 100% finished with those systems but that's generally what I have in mind, it's pretty much enough to simulate all kinds of damage, freezing for example is very similar to blunt trauma that's spread on a large area but only very slowly goes deeper.
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Astargoth Rockin' Design
 
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Post » Thu Apr 07, 2011 10:52 pm

Blunt damage sounds awesome, but how does the skills play a role?
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Crystal Birch
 
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Post » Fri Apr 08, 2011 8:54 am

Slashing for general health & limb damage damage, heavy on the health.
Piercing for vital hits
Blunt for general health & limb damage, heavy on the limb.


Sound good?

[edit] off-topic (my bad) but still applicable
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Elena Alina
 
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Post » Fri Apr 08, 2011 7:20 am

Blunt damage sounds awesome, but how does the skills play a role?

Skills make you more capable to hold and operate a weapon, you can aim more precisely (I'm for making it a aim ring for all weapons rather than a crosshair). Pretty much your character is more able to use "gaps" in his opponents defense, won't tire out that fast when using weapons and can put more power effectively into an attack.

If you used a spear as a low level character you may need a lot more stamina to use it and you can't thrust your spear through certain armors (at least not deep). When you're more experienced you can use it longer as you don't tire out that fast and you can put a lot more power into a thrust punching through the armoring you didn't manage before.
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D LOpez
 
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Post » Thu Apr 07, 2011 11:52 pm

I was thinking about possible uses for kinect for the next elder scrolls and I came up with a few decent ideas. First I want to say that I do not think it should be fully kinect. It should have a mix between kinect control and controller control. I think you should be able to literally do alchemy with kinect if you choose. You would be able to customize your potions to a much better degree and possibly make extremely concentrated effects. I could also see using kinect for smithing and mining which would be kind off cool. Finally, i was thinking mage characters could actually use it to cast spells and depending on your hand motions you could change the spell effects and look. It could even be possible to simply learn spells by yourself by practicing motions and stuff. Wouldnt it be tight to actually learn your own magic and have so many cool possibilities that simply cant be bought from spell vendors. However, i forgot that this is a pc game and that wouldnt really be fair, also all of these suggestions for the kinect controls should be optional of course.
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Red Bevinz
 
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Post » Fri Apr 08, 2011 12:35 am

Skills make you more capable to hold and operate a weapon, you can aim more precisely (I'm for making it a aim ring for all weapons rather than a crosshair). Pretty much your character is more able to use "gaps" in his opponents defense, won't tire out that fast when using weapons and can put more power effectively into an attack.

If you used a spear as a low level character you may need a lot more stamina to use it and you can't thrust your spear through certain armors (at least not deep). When you're more experienced you can use it longer as you don't tire out that fast and you can put a lot more power into a thrust punching through the armoring you didn't manage before.


Ahh, I see.....so skills will determinate precision, and fatigue will determinate the power of an attack. Am I right?
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Kieren Thomson
 
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Post » Thu Apr 07, 2011 10:31 pm

Ahh, I see.....so skills will determinate precision, and fatigue will determinate the power of an attack. Am I right?

Kinda, yea, with more skill you will also use less fatigue to operate your weapons, this is however also still dependent on your attributes (more strength obviously means you can use a heavier weapon with less fatigue used but skill still plays a big role).

Also higher skill means a more secure grip to what you're holding, it's less likely a shield or weapon will get knocked out of your hand when you're more secure with it.
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Verity Hurding
 
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Post » Fri Apr 08, 2011 7:45 am

Kinda, yea, with more skill you will also use less fatigue to operate your weapons, this is however also still dependent on your attributes (more strength obviously means you can use a heavier weapon with less fatigue used but skill still plays a big role).

Also higher skill means a more secure grip to what you're holding, it's less likely a shield or weapon will get knocked out of your hand when you're more secure with it.


Whoa.....this makes more sense than skill systems in every other rpg!
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Maria Garcia
 
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Post » Fri Apr 08, 2011 12:41 am

Whoa.....this makes more sense than skill systems in every other rpg!

I'd also suggest that skills are "regrouped" which both allows having many more individual weapon skills but the same time not forcing you to level every single one of them just to be effective.

See these two threads, i have written a bit about it already:
http://www.gamesas.com/index.php?/topic/1092018-tes-v-ideas-and-suggestions-166/page__view__findpost__p__15963883
http://www.gamesas.com/index.php?/topic/1094886-the-levelling-system/page__view__findpost__p__16038576
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Kari Depp
 
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Post » Fri Apr 08, 2011 8:01 am

I'm probably gonna get murdered for this, but whatever.

A return to the XP system, in regards to leveling up.

Stop right there. I am not saying that the system they have right now should go away. You should still choose your major/minor skills, and using your skills makes them go up, but ten skill-ups should no longer make you level. Have each creature/person have an XP value tied to them. Once you reach your level up, you get to distribute your attribute points based on what skills you leveled up the most.

I would also like a return of the Daggerfall advantages/disadvantages. Be allowed to take some at character generation, and then every five level allow another advantage/disadvantage if you want it.
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Gaelle Courant
 
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Post » Fri Apr 08, 2011 2:11 am

I'm probably gonna get murdered for this, but whatever.

A return to the XP system, in regards to leveling up.

Stop right there. I am not saying that the system they have right now should go away. You should still choose your major/minor skills, and using your skills makes them go up, but ten skill-ups should no longer make you level. Have each creature/person have an XP value tied to them. Once you reach your level up, you get to distribute your attribute points based on what skills you leveled up the most.

I would also like a return of the Daggerfall advantages/disadvantages. Be allowed to take some at character generation, and then every five level allow another advantage/disadvantage if you want it.


Actually, I'd go in the opposite direction, even though they don't have an XP system, they stll have you manually select which attributes you want to level. Even if you spent the whole time using axes, swords, and heavy armor, you could level your Intelligence, Personality, and Willpower. Yes, you are at a disadvantage for not using your bonuses, but that's not the point.
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Carlos Rojas
 
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Post » Thu Apr 07, 2011 9:14 pm

Actually, I'd go in the opposite direction, even though they don't have an XP system, they stll have you manually select which attributes you want to level. Even if you spent the whole time using axes, swords, and heavy armor, you could level your Intelligence, Personality, and Willpower. Yes, you are at a disadvantage for not using your bonuses, but that's not the point.

What is the point of letting you leveling your intelligence if you've just been running and jumping? Sense makes this not.

http://motivationalspeaker1.files.wordpress.com/2008/03/yoda.jpg
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Mariaa EM.
 
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Post » Thu Apr 07, 2011 10:53 pm

Actually, I'd go in the opposite direction, even though they don't have an XP system, they stll have you manually select which attributes you want to level. Even if you spent the whole time using axes, swords, and heavy armor, you could level your Intelligence, Personality, and Willpower. Yes, you are at a disadvantage for not using your bonuses, but that's not the point.

I worded it badly, actually. I still meant you could distribute points into whatever you wanted. You just get the bonuses for using the corresponding skills.
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Felix Walde
 
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Post » Fri Apr 08, 2011 4:32 am

Hi guys, I actually just posted this as a separate topic before I found this discussion, so I apologize, but in any case, here it is.

These are my ideas for a skill/stat/perk setup for TES V
-----------------------------
Hello everyone, I'm a first time poster on these forums, but a longtime player of TES. I apologize if other versions of this topic exist, I searched briefly but decided to get my thoughts out before I lost them.
My brother and I were bouncing ideas off of eachother recently, he had come up with a way he thought the stat/skill (attribute/skill, whatev) setup could be improved for a possible TES V. Now don't get me wrong, I think Fallout and Oblivion are basically the 2 best games that have come out in ages. I am a content freak, the more stuff I can have, do and see in a game the more I like it; Fallout and Oblivion are two of the few recent games that do not dissapoint in this department. However in both cases I felt the stat/skill setup could use improvement. Anyway, as my brother and I bounced ideas back and forth, lightning struck my brain, and I came up with what I think would be a very good skill/stat setup for TES V.

So this is basically my idea for the stats/skills, with explanation for why I made certain changes to TES IV's setup below.

Now, the actual names I have chosen for some skills/stats, I chose because I couldn't think of a better word. Some names, IE weapon force, parry, time magic, marksman etc etc are not exactly accurate as to what I have in mind. So please bear with me and keep an open mind.

Also, to avoid too much confusion (hah!)

The Format is as follows:

Specialization Category (IE Combat, Stealth, Magic)

role STAT - perk, perk
etc etc.

role is how the stat and perks within that stat are utilized in the game world, between damage (dmg) world interaction (wrld) and defense/survivability (def)

A character at the beginning of the game would have to choose 3 perks to become his main perks (the benefits of the perk are greater for those who select it as their main perk) the governing stats of the perks selected receive say a +5 stat bonus. 2 perks belonging to the same stat may be selected.
Anyway here it is:


Physical (Combat, in TES IV) stats

dmg STRENGTH - Weapon Force, Athletics

wrld AGILITY - Acrobatics, Speed

def STAMINA - Armor, Block


Sensory (Stealth, in TES IV) stats

dmg PRECISION - Marksman, Traps

wrld PERSONALITY (CHARISMA, since PER would be taken by perception) - Speechcraft, Barter

def PERCEPTION - Stealth, Detect


Magic stats

dmg INTELLIGENCE - Destuction, Conjuration

wrld WISDOM - Time Magic, Mysticism

def SPIRIT - Restoration, Alteration

And finally, the 10th attribute would be LUCK, with no skills/perk associated.


I'm sure you noticed no specific weapon skills (my version of marksman applies to both ranged and melee accuracy, and crit chance) nor proffession skills. Don't worry, I don't want them gone, just separated from being governed by the stats. I did this because for example, being very strong doesn't make me better with a sword over a bow, it makes me able to hit you harder with a melee weapon, or draw the string of a bow back farther to increase the power behind my shot.

I added time magic to create 6th magic perk, (I thought the spells belonging to illusion could be spread between Alteration and Mysticism, but illusion can stay if desired) and also a cool feature for the next game. Slow down individual enemies, or groups of enemies. Speed yourself up (bullet time kinda deal) etc. I'd also like to see traps come into use in TES V. characters could set up various traps to do damage to enemies, or hold them in place. This also gives the rogue/thief characters of TES world an opportunity to dish out a little more damage, and still avoid direct combat.

Rather than having combat/stealth/magic specializations (basically the equivalent of saying Warrior/Rogue/Mage) be the governing characteristics of the stats/attributes associated with them, I thought Physical/Sensory/Magic was more fitting. I chose these because I like the idea of having the 3 overall stat categories (specializations) represent the body parts in use. Below I will explain why I chose each category

PHYSICAL - In my opinion, STR, AGI and STA are all stats that deal with a characters physical prowess, and warriors in the classic sense rely on their physical prowess in order to be effective.
SENSORY - When it comes to the stealth specialization in Oblivion, I felt most skills in that category had little to do with stealth really, other than sneak. Also stealth doesn't necessarily represent all types for rogue-ish characters. So I switched it to Sensory, and chose perception, precision, and personality as the stats(I know, personality is not a sense, but it still works IMO). I think it fitting that a rogue relies on his senses above all else to accomplish the task at hand.
MAGIC - same as oblivion, save for the stats.

As for the stats/attributes, what I wanted to do was create a way for all 3 categories to have 3 stats within them, and each stat and its two perks in each category represent the role of either Damage, World Interaction or Defense/Survivability. This was to make it balanced across each category. For example, the 3 Damage stats; STR, PRE and INT. INT has both destruction and conjuration under it, as both are skills utilized to damage an opponent (for the most part). Precision has both marksman, and traps. STR is the more difficult one. I chose Weapon force and athletics to represent the potential for strength to alter the amount of damage you can do. Athletics being based around a characters ability to string together combos effectively and continuously. Defensive/Survivability Stats/Perks would be based around reducing incoming damage, healing damage done, or perhaps escaping a battle completely when outnumbered or out fought by dissapearing w/ magic or stealth. You might ask how sneak or detect could reduce damage, detect could provide advanced warning of incoming hits, allowing ur character to absorb the impact and take less damage. With speechcraft you could hurl insults, demoralizing your enemies making them do less damage, or perhaps convice someone to be the meat shield for you.
I will explain World interaction in more detail below.

Now the skills, or perks as I'll refer to them in this case. I don't like the idea of having my overall damage with a specific weapon rely on 1 stat alone. An Agile swordsman is as much a threat as a strong one. So rather than having the stats govern skills, I thought the stats should govern perks. For example, a perk of being strong is that you can apply more force to each strike with whatever weapon you are using. A perk of being precise, is that though you may not be able to hit hard, you can place a blow directly where it would do the most damage (marksman) or you could place a trap just right so that when it goes off, it will achieve its maximum potential (traps in this case, is not the skill... rather the ability to use traps well, this also applies to the magic perks)
Some might ask then, what is the purpose of having a skill for sword, or axe etc. if my crit chance and max damage aren't affected by skill? the answer is the skills determine your effectivness with a specific weapon by allowing a skilled weapon used to use a wider array of moves with his weapon. For example, a sword user at 0-10 skill would basically only have 1 or 2 slashes, whereas a 90-100 skill would be able to use many different weapon techniques to achieve victory. IE combo chaining, special moves etc. This would be true with all skills. A 0-10 skill destruction mage can set some stuff on fire, and cause people pain, whereas a 90-100 skill destruction mage could use spells that blow up like nukes, or shoot massive streams of flame.
In this case, a perk would not require points to be spent in order to improve it. Improving the base stat is what provides the benefit to the perk. Instead, a character would chose which perk will be main, and sub. The main-perk would receive slightly increased benefits than the sub-perk from its governing stat. This makes leveling much less complicated in my opinion. When I level (experienced being gained through killing monsters, fallout 3 style) I am given say 10 pts to spend on my stats. If I choose strength, I will have a higher maximum damage, if I choose precision, I will have a higher crit chance/chance to hit. As far as the magic stats and perks go... I dunno, I guess being intelligent lets you blow stuff up with greater ease... and being a spiritual man makes you better able to heal the wounds of another... haha I'm not sure guys, but the mage stats/perks gotta be in there somewhere, and that was the best I came up with. Skills could still increase based on use (or training), but would have to be capped based on character level, so a level one can say achieve a maximum of 10 skill, and a level 30 or 50 or W/E max would be 100. This would prevent a level 1 character from being a master swordsman or w/e at the beginning of the game. Perks in the sense of Fallout 3 could still exist as well, just call them talent, or feats or whatev.

Lastly, World Interaction. World Interaction refers to a characters ability to interact with portions of the environment. For Example, my world interaction stats Agility, Personality and Wisdom have perks that could allow characters to utilize their skills in order to reach an area or achieve a goal that someone else wouldn't be able to. A better example, is a dungeon which has a main path that any character of any skillset can take to the end. However, an agile person with acrobatics as his main perk, could maybe jump to a ledge that those without agility could not reach, or with speed as his main could speedily run under a closing gate. A person with alot of personality (charisma) with speechcraft (speechcraft again not being the skill, but ones ability to utilise it well) as his main perk, could perhaps through his linguistic expertise understand ancient writings etc, allowing him to complete tasks, or speak certain words that allow access to an area that someone else could not reach. This applies for all world interaction stats / perks. Time magic could stop or slow time long enough, maybe reverse time in certain locations etc to reach a previously unreachable area. Barter could be utilized outside of dungeons etc, trading with merchants for good that are accessible to no-one else, like keys to secret rooms. Mysticism could be used to move large objects, or sense things that others cant allowing access blah blah etc etc. Anyway, these world interaction skills allow characters who utilize them to experience many dungeons etc from a different point of view. It isn't likely that a warrior style character will have a high enough wisdom stat to reach areas that time or mysticism mages can. It also makes for a more individual experience based on what class you have chosen, rather than being a warrior, mage or rogue and doing basically the exact same stuff you did on your first playthrough.

Just a few Class Make-Ups, having selected 3 stats, and a main perk for each

Stealthy Assasin - AGI, Acrobatics - PRE, Marksman - PER, Sneak
Hit n Run Assassin - STR, Weapon Force - PRE, Marksman - AGI, Speed
Rogue - PRE, Traps - PER, Sneak - AGI, Acrobatics
Warrior - STR, Weapon Force - AGI, Speed - STA block
Berserker - STR Weap Force - PRE Marksman - AGI speed or acrobatics
Tank - STA, Armor - STA Block - PER Detect

etc etc

Skills suggestions for TES V using this setup

Blade, Blunt (maces), Chop (axes), Sweep (polearms/spears etc), Dual Wield, Shield, Lockpick, Pickpocket (this skill could replace barter as a perk, and the benefits of barter could be gained through speechcraft) Craft Trap/Weapon/Armor/Potion (blacksmithing, alchemy), skinning, mining, herbalism, Fishing, Gardening, Animal Taming, Magic (Destruction, Resto etc) Tracking, Bows, Throw, Detect Trap.

Anyway that's all. Hope you like the idea, and have some changes and improvements to suggest as well. Thanks for reading if you did.
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Laura Hicks
 
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Post » Fri Apr 08, 2011 3:15 am

I was thinking about possible uses for kinect for the next elder scrolls and I came up with a few decent ideas. First I want to say that I do not think it should be fully kinect. It should have a mix between kinect control and controller control. I think you should be able to literally do alchemy with kinect if you choose. You would be able to customize your potions to a much better degree and possibly make extremely concentrated effects. I could also see using kinect for smithing and mining which would be kind off cool. Finally, i was thinking mage characters could actually use it to cast spells and depending on your hand motions you could change the spell effects and look. It could even be possible to simply learn spells by yourself by practicing motions and stuff. Wouldnt it be tight to actually learn your own magic and have so many cool possibilities that simply cant be bought from spell vendors. However, i forgot that this is a pc game and that wouldnt really be fair, also all of these suggestions for the kinect controls should be optional of course.


The Kinect would definitely need to optional, but I've also been thinking about how it could be used here (with a side note, I've also heard that the company Microsoft got the Kinect technology from is working on one for TVs. I wouldn't be surprised if we see something for the PC soon enough). I'm not too interested in what I've seen of the Kinect so far, but being able to manually block, swing, and strafe during combat could be pretty interesting (although, now that I think about it, pretending to swing a 2handed maul could be pretty awkward. Something like the Wii at least has you holding something while acting like you have a sword, with the Kinect you're not holding anything). Leveling up your Acrobatics skill with the Kinect would get tiring pretty fast, though :P
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Marine Arrègle
 
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Post » Fri Apr 08, 2011 9:06 am

i would like to see the jobs, but i think it would need some form of leveling, so that the more you do it the better you are at it, and the area should effect what you can catch/mine/chop etc

also i want more pieces of armor, for more customizability and these would then have different ratings to go against the blunt, slashing and piercing damage your all on about
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Erika Ellsworth
 
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Post » Thu Apr 07, 2011 6:29 pm

hardcoe Mode. Since we where told about it in New Vegas, TES fans have been hounding Bethesda for it.

I'm all for hunger, thirst, exhaustion, etc., but I don't want to have to play with the highest difficulty. I, personally, prefer to play at the default difficulty setting, and would love to have these extra things included, but I want to be able to use the difficulty slider still. The difficulty slider is great. I can change the difficulty to suit me as I play, if I want, and a hardcoe mode to be selected at the begining would ruin this.

What I'm saying is; give us a hardcoe mode, but only give us the realism aspects. I don't want to have to play in the highest difficulty settings to have realism.
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Emma
 
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Post » Fri Apr 08, 2011 6:46 am

The Kinect would definitely need to optional, but I've also been thinking about how it could be used here (with a side note, I've also heard that the company Microsoft got the Kinect technology from is working on one for TVs. I wouldn't be surprised if we see something for the PC soon enough). I'm not too interested in what I've seen of the Kinect so far, but being able to manually block, swing, and strafe during combat could be pretty interesting (although, now that I think about it, pretending to swing a 2handed maul could be pretty awkward. Something like the Wii at least has you holding something while acting like you have a sword, with the Kinect you're not holding anything). Leveling up your Acrobatics skill with the Kinect would get tiring pretty fast, though :P


I would really like to see a Kinect alchemy option. Key word: optional, which is good because if it would be used for something like alchemy (which i mess around with a lot), I would want to option to use the good 'ole buttons for my concoctions. However, I doubt that if the same engine were to be used, that it would look as flawless as, say, Fable III's Kinect option (mingling with citizens (you can take that any way you want ;) ))
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Haley Cooper
 
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Post » Fri Apr 08, 2011 1:43 am

I'd like to equip the little things, like mugs, fishing poles, brooms, carrying trays, etc.
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Evaa
 
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Post » Thu Apr 07, 2011 5:22 pm

I'd like to equip the little things, like mugs, fishing poles, brooms, carrying trays, etc.


You know, we should get a new skill called makeshift weaponry, seriously imagine this.

You fight hard against a dremora knight, he beats your sword from your hand, you look to the side, and there's a broom. You proceed to "sweep" his buttocks back to oblivion.
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Sylvia Luciani
 
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Post » Fri Apr 08, 2011 4:08 am

1) DUAL WIELDING :). Of course, keep it realistic. Dual-wield light war axes, daggers, light longswords, maces, etc.
2) Curved weapons. Far too few curved swords, everything is straight.
3) A different storyline, other than the end of the world kinda deal.
4) Capes. Simple as that. Capes.
5) Horseback fighting. It's soo annoying having to get off your horse every time an enemy comes.
6) Bigger game world. Morrowind was really good for that, but Oblivion, not so much.
7) Bring back werewolves!!!
8) Actual beards this time.
9) Half-races would be kinda cool.
10) Maybe able to explore two provinces, or even all of Tamriel, like in Daggerfall.
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matt oneil
 
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Post » Thu Apr 07, 2011 10:04 pm

You know, we should get a new skill called makeshift weaponry, seriously imagine this.

You fight hard against a dremora knight, he beats your sword from your hand, you look to the side, and there's a broom. You proceed to "sweep" his buttocks back to oblivion.
--------
NPC: What is that protagonist doing?
PC: I'm taking out the trash.

*Explosion*
--------
Shades' Small Arms skill would cover most handy items, as far as broom or pick or shovel the stuff would have to be given a low level entry as staff, longsword, etc.
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Smokey
 
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Post » Thu Apr 07, 2011 9:34 pm

-Fighting on horseback
-More followers
-The ability to start a family
-A realistic mode similar to Fallout: New Vegas
-The ability to set up a shop
-More animations and realistic animations (such as if I open a door, my character extends his hand out and opens the door)
-More fleshed-out combat (including finishing moves and stealth assassinations)
-More houses to own
-Careers (such as selling real estate, setting up a shop, etc.)
-The ability to craft your own weapons
-Werewolves
-Dismemberment
-Mortal children (keyword is mortal)
-Fallout 3's leveling system
-Fable's economy system
-Crossbows
-A fully fleshed-out third-person view, complete with its own unique combat system)
-More fleshed-out dialogs (rather than the character standing in one place); Bethesda could learn from Mass Effect in this aspect
-Better hit detection

I also like the previously-posted idea of makeshift combat.
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Sarah Evason
 
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