TES V Ideas and Suggestions #169

Post » Thu Apr 07, 2011 10:50 pm

http://www.gamesas.com/index.php?/topic/1101462-everyone-is-thinking-too-small-on-tesv/


Just saying. It could be bigger than just once province. I mean, Oblivion itself was big but it could easily be done with if you were dedicated enough. I could explore everywhere and do everything within 2 months of i tried.
But a world practically 8 times the size of Cyrodill? Now, that would sell.


Or would it? Even if they cut the price per disc in half, you would still have to shell out 30 bucks per disc. To cover two or three full provinces properly, it would probably require somewhere between 2-3 discs per province, and that is on the conservative side. So, at a minimum, we're at anywhere between four to nine discs. Multiply by thirty, and you're looking at shelling out anywhere from $120 to $270 in one shot, and that is only for two or three provinces. The fanbase of TES might be diehard enough to spend that kind of money on one game, but somehow I doubt the majority of the gaming market is. I think they would be better off keeping it to one province with two or three discs, but keeping the price competitive with other games. If they really want to milk people, they could just do away with the CS and add a ton of DLCs, where they seem to be able to get maximum output for minimum input.
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Haley Cooper
 
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Post » Thu Apr 07, 2011 9:35 pm

http://www.gamesas.com/index.php?/topic/1101462-everyone-is-thinking-too-small-on-tesv/

I will never understand why "using every province" comes up so often. Morrowind and Oblivion were in no way even slightly accurate depictions of the size of Vvardenfell and Cyrodiil. Practically 8 times the size of Cyrodiil? Going by Oblivion's scale of the country, that would be a tiny, tiny fractional nothing of the province if presented on a more realistic scale. Using every province with current technology would just make them ridiculously, insultingly small. Sizes seem initially daunting in the games, but once you get used to them, are simply unimpressive, largely because of the scale. I don't want to climb a mountain and see the other side of the country, a mountain that already has no business being called anything more than a hill. I want to see imposing landscapes, bustling cities, and awe-inspiring geographical monuments that are only possible when you focus the scale to single reasons. While it would be interesting to see the different cultures and areas and such of multiple provinces, I don't want them to be watered down. It's entirely possible to have far more political and cultural variation we've seen in past games without even leaving a single city, let alone a province.

My preferences aside, however, it simply won't happen. It would be financially insane. A mega-game might sell more than a normal one, but enough to pay for the years and years of extra development? Unlikely. Those years without releases during development and the supposed years afterward when they don't "need" to make new TES games wouldn't be much fun for the old pocketbook either.
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Andrea P
 
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Post » Thu Apr 07, 2011 7:40 pm

The main problem I often bring up is arrows. How would you do them in a purely hitpoints based system?


Let's see ...

1. An arrow hits a creature. First, determine what protective layer is at this place (physics engine - collision detection against the armour's model) and how thick it is in the direction of travel of the arrow, and remove the arrow's energy by an amount dependant upon that material's tensile strength (to see how well it transfers energy before it breaks), the thickness of the material at this point (again, from the physics engine), the angle of impact (more physics engine calculations) and the material's density (to see how much energy per volume it can absorb). At some angles of impact, the arrow can glance off too.

1a. Apply any "on hit" magic effects the arrow has to this outermost protective layer too.

2. Calculate this for every underlying protective layer, but without a chance of glancing off anymore. Skin counts as the lowest protective layer too. Any defensive magical effects apply here too, either directly before or directly after the skin layer.

3. Check how much energy the arrow has left after all this, and how long its way through the body is (again, basic physics engine stuff). This length, multiplied by the energy absorption per length unit is the max total energy applied to the body through the arrowhead. If the arrow's energy is higher than that, it overshoots and the remainder is "wasted". If the max energy is higher, the arrow sticks in the body.

3a. Apply any "on damage" magic effects the arrow might have to the creature.

3b. If the arrow overshoots, calculate the damage reduction through the "backside" protective layers again; if the arrow has any energy left, it continues flying and might hit other people behind the first target. Calculate the damage to them starting at point 1 again.

4. Multiply the energy thus transferred by a HP-per-energy-unit factor dependant on the creature, and possibly on the specific body part of the creature. Subtract this HP from the current HP of the creature.

There, done.
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Stephanie Nieves
 
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Post » Fri Apr 08, 2011 7:07 am


Another idea is that Bethesda put religion as separate from normal factions, in which the player joins and you have to pray in a period X, to receive a type of bonus (skill/ability boost, items, etc) from god Y.


Or you could make it REALLY life like and have the character pray to his 'religion' on a regular basis but get absolutely nothing in return...... :shifty:
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Samantha Mitchell
 
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Post » Fri Apr 08, 2011 4:20 am

One of the things I kinda missed in Oblivion is that you don't have to think on your own and the feeling that the game is a cakewalk. This comes through in several issues.

- First, quests you're always told what to do and there is always an arrow telling you where to go. Take for instance the quest "Order of the Virtuos Blood" much of the quest revolves around investigating a potential vampire. Now in the very start of the quest you are told exactly where to go where you'll find a convenient letter that tells you exactly where he went. Now, I believe this quest would have been much more interesting if you had to put more thinking into where you had to luck like asking around where he lives, where he shops etc. then you would have to yourself put together clues that could lead you to his hiding place.

- Second, if traveling or dungeon-delving in oblivion the only thing you had to know was that you brought a weapon and some armor. Now at least in the first levels of Fallout 3 you were strongly dependent stimpaks, radiation reducers and several other things to have a chance of survival. Morrowind encouraged you to prepare before traveling by mkaing sure you brought scrolls, repairing your equipment and not carrying too much excessive weight, perhaps you would have to choose between a safe, but boring path (or fast travel) or a longer more dangerous, but with a higher chance of finding something of interest. This element of planning or risk calculating could be further enchanced by the element of fear, for example if TES V is set in Skyrim, imagine that you're traveling through a thick pine forest, suddenly you hear a wolf howlin at the moon, now you recall that the locals warned you against packs of wolves that could circle you in as easy as that. Now, there might be only a stray wolf that would avoid you or there might be a large pack of wolves can rip through you as easy as that, or it could be something completely different(see werewolf). Now the prospect of this might make you think twice before venturing past the city walls.
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NIloufar Emporio
 
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Post » Fri Apr 08, 2011 1:24 am

- I think for the acrobatics ability you should bring it back to the way it was in morrowind a bit, but instead of being able to jump as high as a freakin 5 story building, make it so that each race has a different height they can achieve. Like with the Khajiit, seeing how they are cat like people, they should be able to jump higher than the nords and things and take it from there!
- More races! Give us like a gorilla race (like the Tang Mo), the dragonrace that was "supposedly" wiped out (according to writings), the Tsaesci (snake people), and the Ka Po' Tun (Tiger people)!
- It would be kool to get more info or even be able to go to the Akavir continent!
- Give us some for enemies like tigers, some kind of flying creature (NOT THE CLIFF RACERS!), and some other crazy things!
- Give us back the Werewolves!
- More Weapons and Armor! Like dai katana, spears, shurikens, throwing knifes, tower sheilds, light, medium, and heavy armor!
- More classes of weapons like in morrowind, also personally i liked the way the daedric armor looked in morrowind MUCH better! I also liked how you had to go out and find it piece by piece! Made it a challenge!
- Let us customize our own weapons and armor so they fit the way we want them to look!
- Now i loved the magic system in oblivion sooooo much better than I did in morrowind! BUT i would like you to bring in more spells, and maybe even levitation again (I know it wasnt in oblivion because of space issues on the disc, but it’s almost five years later now!) and one thing i did like about morrowinds magic system that wasnt in oblivion was wen you made a "tri spell" like lightening, fire, and frost and you cast the spell, you SAW all three different elements flying towards you target while in a rotation! And in oblivion you only saw the first element you put in the spell.........BRING back the way it was in morrowind! Also more elemental spells would be cool! Like have it to where you can manipulate water, fire, earth, or wind, so that it can create a whole NEW feeling to the magic system. Plus it would be cool to make it where spells work with the environment (like setting grass or trees on fire or turning objects invisible).
- BIGGER land and a more diverse land, like in morrowind and shivering lsles and I know cyrodiil wasn’t that kind of land so it’s cool but it would be nice to have an area like morrowind and shivering isles again!
- More guilds like the morag tong and such. Also bring the houses back but for each race this time to make it more interesting. Guild wars are also a BIG plus!
- Tomes would be cool have to back like there was in morrowind, I loved going into them and having to fight off demons!
- Economy system to where cities will fall poor or become rich depending on how you do business in the land.
- Make it to where some cities absolutely despise other cities and do ting to ruin them and make it to where you can become lord of cities or even build your own city.
- Some sort of banking system
- Bring in a hardcoe mode like in fallout new vegas so we have to eat, drink, and such. But for TES: V make the hardcoe mode to where gold has weight and you have to take it to the bank (includes my suggestion above) and make it so that if you do take this challenge you can bleed out, health comes back over time, some potions don’t take effect right away and you can become addicted to potions, and in hardcoe mode make it to where we have no fast travel and no compass, only a map!
- Co-op mode it would be nice to plunder or maraud caves and villages, plus it’s just much more fun with a partner, but makes it to where they can bring over their character and weapons!
- Take away the level tier system so that you can run into any enemy and hope you survive to tell the tale and when you get stronger so do the enemies so it never gets easy, also make it so that you can find any weapon even at level 1 but it’s harder to use the weapon and besides if an enemy is carrying a daedric shield and sword while your level 1 and carrying an iron sword........who's gonna win that fight most likely!? Just make it harder to find those weapons, but with shop's those weapons don’t come in until later in the game and you have leveled up more.
- Make the Character making system more realistic! And not so glossy! Make it more ruff and human looking but not fallout looking either! More hair choices and beard choices but make it so you can have a shaggy beard instead of stubble! It would be cool to make the characters eye whatever color we wanted them to be using the red, blue, green system and even if you’re a dark elf because I’m sick of the red eyes! Also it would be cool if when your character levels up their body changes depending on what attribute goes up (like with strength they have bigger arms and chests and with athletics and acrobatics their legs get stronger and more tone).
- A sort of cover system would be cool so you can cling to a tree or rock to not get detected!
- Ninja's are always a PLUS!
- The Arena's! Make them bigger and more tournament style! (kinda like the roman time!) With instead of two factions make it four! And it would be cool to have an online arena system!
- An ancient language system would be cool, so your character would learn it bit by bit and unlock new spells and such!
- Pub mini games with gambling and such
- CHILDREN!!!!! It’s interesting how this huge land has no children! Put them in the game and you know it’s ok if "accidents" can happen!
- Move and hide bodies so no one can see them.
- A class system of which if you’re a theif you become a theif and dont start off with a few extra points in certain stats, but instead you get certain abilities and your strength will never get as high or strong as say a warrior but the warrior will never be as fast or sneaky as the theif and of course the warrior will have certain abilities he can earn also. This way your character never comes out the same and everyone has a different feel to the game.
- Dual class system so you can be a mage and a warrior later on or have an advanced class system so when you reach a certain point your warrior can become like a templar or knight.
- A hunting guild would be cool, so you could hunt treasure, vampires, or rare types of animals that are unique with like different colors, are bigger than normal, or have a high notoriety to the land.
- A season cycle would be A-mazing so that way if it is in a land like Cyrodiil you have spring, summer, fall, winter so it changes the scene and different monsters show up depending on the season.
- It would be nice to go to the summerset isle, just an opinion choice, but seein how it aint the biggest maybe summerset isle and valenwood, or maybe valenwood and Elsweyr and have like a war going on between the two!?
- Button combo attacks would be pretty sweet too! makin it so that when you reach certain levels you get a new combo to use!
- Mounted combat would be freakin sweet also!
- A destructible environment would be nice also so you can like slash barrel or trees apart and break boxes by jumping on them, maybe even destructible walls depending on what they're made of so that it could possibly reveal a secret or two!
- Dual wielding would be a cool option and the stronger you get the better you are or the heavy the weapons you can carry
- Multiple enchantments on jewelry, armor, and weapons/ being able to take enchantments off of weapons, armor, and jewelry
- Multiple parts of armor, like briast plates, left/right greaves, left/right gloves, left/right shoulder pieces, and etc..
- Different diseases like viruses, parasites, and such that you can get from swimming in certain waters during certain times of the year and etc…
- Being able to see your sword, arrows, bow, and like a couple pouches that hold your gold and potions at the same time on or character.

These are just somethings i thought about. I will probably have more later.
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Brandon Bernardi
 
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Post » Fri Apr 08, 2011 4:01 am

I mentioned this is another thread a while back but I think this is the best place for it:

I'd like to see a merchant's guild. Maybe you could start off as a travelling salesman or try to get contracts for the guild then upgrade your status to maybe a cart, then a stall in a city, then finally an actual shop. This would be useful for putting up your loot, or buying shop supplies from the guild. Armorer could come into use here as you could buy forge and make your own, your amorer skill could determine what types of armor you can make and the condition of the armor you make. You could also have to compete with other shops on prices and stuff.

I'd like to see ships actually go through the water and maybe be able to board and own one, that way I could really feel like a pirate in game instead of sending people out on foot to mug people. If your going to implent ships you should probably make it to where you could pilot one (and probably work it into the merchant's guild if your clever). One thing Fallout had that I was suprised Oblivion didn't was trade caravans, even if they were the same people over and over, it was a neat idea and would be nice to see. It'd also be nice to see the trade caravans camp at night, heh heh heh.

Its been said, but I'll say it too, werewolves. It'd be nice to be one again, and be part of tribe/pack/clan like the vampires from Morrowind, it'd also be nice to see clans back with the vampires cause I was getting tired of being a vampire and getting attacked by other vampires. What do they gain from that? Oh yeah and a better warning system for when you get infected by a vampire/werewolf.

The ability to join the legion again, or someother country's millitary... uhh scratch that.

The ability to make your own small settlement like Pell's Gate or something like that.

DLC! Oh wait...
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Michelle davies
 
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Post » Fri Apr 08, 2011 9:36 am

I'd like to see a merchant's guild. Maybe you could start off as a travelling salesman or try to get contracts for the guild then upgrade your status to maybe a cart, then a stall in a city, then finally an actual shop. This would be useful for putting up your loot, or buying shop supplies from the guild. Armorer could come into use here as you could buy forge and make your own, your amorer skill could determine what types of armor you can make and the condition of the armor you make. You could also have to compete with other shops on prices and stuff.

I'd actually love the ability to be a travelling saleman on my own. I'd love to be able to go to a Corkbulb plantation and buy a bulk of Corkbulb roots cheap. Travel to some major city and sell it to the alchemists and inns for a higher price. I'd also love a guild aswell, incase I want to do it more seriously, of course.

I'd like to see ships actually go through the water and maybe be able to board and own one, that way I could really feel like a pirate in game instead of sending people out on foot to mug people. If your going to implent ships you should probably make it to where you could pilot one (and probably work it into the merchant's guild if your clever). One thing Fallout had that I was suprised Oblivion didn't was trade caravans, even if they were the same people over and over, it was a neat idea and would be nice to see. It'd also be nice to see the trade caravans camp at night, heh heh heh.

I get what you mean, and I totally agree, but it really depends on the province. If it isn't a majorly coastal place, I doubt we'd have decent piracy or any kind of boating areas. Skyrim, the likely setting of TESV, wouldn't work well with ships. The only area with decent amount of water is to the North. Northern Skyrim, I would imagine, is a blizzardy wasteland. It would be like sailing in Antarctica, only worse. I would absolutly love to see trae caravans, though. It would add so much to immersion to often see unimportant travelling merchants doing business through the land. I could also buy cheap goods from them, assuming they're doing the same as I would if the other suggestion is implemented.


Its been said, but I'll say it too, werewolves. It'd be nice to be one again, and be part of tribe/pack/clan like the vampires from Morrowind, it'd also be nice to see clans back with the vampires cause I was getting tired of being a vampire and getting attacked by other vampires. What do they gain from that? Oh yeah and a better warning system for when you get infected by a vampire/werewolf.

Werewolves don't work like that, they're pretty much Hircine's Daedra, but I would love it if a group of werewolves somehow became concious and fought with Hircine's werewolves. I could chose to fight with or against Hircine.
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des lynam
 
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Post » Fri Apr 08, 2011 7:13 am

I'd love to see a true physics based interation with the world (plants, trees, interiors etc)... bumping into stuff, pushing enemies so they trip over a log, all maner of enviromental interaction as standard, not just in certain areas of the game. Would be amazing to be chasing a deer through the woods and lose sight of it but still see the branches shaking where it had just run through so you had a good idea of where it went and carry on chasing it.
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Ernesto Salinas
 
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Post » Thu Apr 07, 2011 6:15 pm

I was looking in another thread about quests, and I noticed not many people actually know about the Elder Scrolls. People think the elder scrolls are just some magic item that gives you strong magic, because of Oblivion's Thieves guild quests. Some think that it's just a random name for the series. The Elder Scrolls need more emphasis. TESV should make sure the player knows that an Elder Scroll has determined that they are a forseen hero.
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Camden Unglesbee
 
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Post » Fri Apr 08, 2011 9:46 am

Probably already mentioned but it could use another.
Casted spells should travel like the needler or plasma pistol from halo. Enough travel so that an accurate cast cant just be side-stepped and not as much to make it a heat seeking doom rocket.


I couldn't agree more--the spells from Oblivion traveled too slowly. It was too easy to sidestep an enemy's spell and too hard to hit a moving enemy with one of your own. That said, they also shouldn't move as fast as bullets.

While on the subject of spells, I think a little more polish could be added to spellcasting effects in general. Rather than spells traveling as indiscriminate blobs of light that let off a simple "whoosh" as they go by you, destruction spells should sizzle and crack when they zoom through the air, and make loud bangs or other explosive noises when they hit something. As a player's skills improve, for example, their fireball spells could change in color from mundane red to a green or blue. Something like a charm spell, on the other hand, should be far less tangible, with the only noticeable changes being a slight disturbance in the air or momentary discoloration of its recipient.
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Marina Leigh
 
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Post » Fri Apr 08, 2011 1:10 am

I couldn't agree more--the spells from Oblivion traveled too slowly. It was too easy to sidestep an enemy's spell and too hard to hit a moving enemy with one of your own. That said, they also shouldn't move as fast as bullets.

While on the subject of spells, I think a little more polish could be added to spellcasting effects in general. Rather than spells traveling as indiscriminate blobs of light that let off a simple "whoosh" as they go by you, destruction spells should sizzle and crack when they zoom through the air, and make loud bangs or other explosive noises when they hit something. As a player's skills improve, for example, their fireball spells could change in color from mundane red to a green or blue. Something like a charm spell, on the other hand, should be far less tangible, with the only noticeable changes being a slight disturbance in the air or momentary discoloration of its recipient.

Yep, the lighting spell casing made some sense but as far as casting a chameleon spell in the dark you were practically saying "signal flare from the north"

By the way, http://i142.photobucket.com/albums/r105/Enoil/ImperialFishyStick.jpg.
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Jonny
 
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Post » Fri Apr 08, 2011 7:30 am

The big thing I really want is true third person. Give me a Mass Effect 2-esque third person mode and I would be incredibly happy. FO3 was a step in the right direction, but it's still not quite there. Come on, Bethesda, we want to admire your character/armor models!

Also, the animations need to be much more fluid and less robotic. Bethesda seems to still have an issue with that.
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LuCY sCoTT
 
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Post » Fri Apr 08, 2011 9:31 am

Just thought I'd drop by with these:

Grey moral choices would be great, along the lines of the mania-dementia Duke thing.
Breaking down doors for combat characters.
Real is not brown.
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Siobhan Thompson
 
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Post » Thu Apr 07, 2011 8:15 pm

  • Todd Howard in a recent podcast talked about how to keep people attached to your game, and get them to continue to play it. Some things from Morrowind that got me to continue to really play it, was the level of customization of apparel, and the unique hand-placed loot. Do this Bethesda. Please.

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R.I.P
 
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Post » Thu Apr 07, 2011 10:27 pm

  • Todd Howard in a recent podcast talked about how to keep people attached to your game, and get them to continue to play it. Some things from Morrowind that got me to continue to really play it, was the level of customization of apparel, and the unique hand-placed loot. Do this Bethesda. Please.


Yes, PLEASE!

Hand-placed loot gives us much more incentive to explore. I love seeking out the far reaches of Beth's game worlds, but in Oblivion there was hardly any tangible reward for doing so. It would be awesome if there were some difficult-to-reach places that held special treasure.

And apparel customization/diversification is also a must. In Oblivion there were like ten leisure outfits, and no reason to ever wear any of them. They should make it so that normal clothes offer some benefit (i.e. bonus to personality/speechcraft, higher disposition from NPCs, etc. I also would like to see more clothing types (cloaks, capes, shawls, hats, coats, etc. And each item should come in different colors (or the player should be able to dye his/her clothes).
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Ladymorphine
 
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Post » Fri Apr 08, 2011 5:11 am

Grey moral choices would be great, along the lines of the mania-dementia Duke thing.

I want blurred morality in my quests, along the lines of Dagoth Ur. I loved the fact that the big scary scourge of Vvardenfell was actually of noble intentions and trying to restore the Dunmer to thier former glory while moving the Imperials out of thier homeland, and the good guy man-gods where all murderous conspiracists that murdered their one chance of redemption. And then there was the other view. The big scary scourge of Vvardenfell was plagueing the lands with his disease and plotting to take over Tamriel. The good guy man-gods where trying to stop him.

Depending on how you look at it, each group is doing the wrong thing or the right thing. I love blurred morality like that. It makes you think about the situation, and makes you actually care about the story. "hell rising up and killing everyone" was kinda weak, imo. I mean, Dagon's side wasn't even touched on.
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Alexandra Ryan
 
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Post » Thu Apr 07, 2011 9:10 pm

If you can, take a look at Scotland. Watch any nature shows about it. It'd be a good starting point for Skyrim's geography.
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naome duncan
 
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Post » Thu Apr 07, 2011 8:48 pm

If you can, take a look at Scotland. Watch any nature shows about it. It'd be a good starting point for Skyrim's geography.

No, no, no, no. I don't want Skyrim to be one big stereotypical viking land full of tundra. There should the viking influences, of course, and there is some great viking culture for inspiration, but there also needs to be that unique TES feel to the game. I've always said that World of Warcraft actually got the icey wasteland pretty good in "Wrath of the Lich King". Cold, undead and magic have always been excellent together, imo.

Southern Skyrim should be Viking-ey, and the northern wastes should be more about the uniqueness. Icey cliffs, huge mountains, and harsh seas are all great for creating a unique landscape.

And if anything, Bethesda should look more at Iceland and Norway for a real life influences on Skyrim.
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Charles Mckinna
 
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Post » Fri Apr 08, 2011 1:29 am

Suggestion:
Bethesda should ignore everyone, including publishers and fans, and only do everything I say.

I want:
-no voiced-dialogue
-tons of boring walking around really slowly
-millions of cliff racers

Make it!

Drop everything and make it now!

Would you kindly...
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joannARRGH
 
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Post » Fri Apr 08, 2011 12:16 am

Suggestion:
Bethesda should ignore everyone, including publishers and fans, and only do everything I say.

I want:
-no voiced-dialogue
-tons of boring walking around really slowly
-millions of cliff racers

Make it!

Drop everything and make it now!

Would you kindly...

Hit at me? <_<
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Bird
 
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Post » Fri Apr 08, 2011 7:13 am

I couldn't agree more--the spells from Oblivion traveled too slowly. It was too easy to sidestep an enemy's spell and too hard to hit a moving enemy with one of your own. That said, they also shouldn't move as fast as bullets.

While on the subject of spells, I think a little more polish could be added to spellcasting effects in general. Rather than spells traveling as indiscriminate blobs of light that let off a simple "whoosh" as they go by you, destruction spells should sizzle and crack when they zoom through the air, and make loud bangs or other explosive noises when they hit something. As a player's skills improve, for example, their fireball spells could change in color from mundane red to a green or blue. Something like a charm spell, on the other hand, should be far less tangible, with the only noticeable changes being a slight disturbance in the air or momentary discoloration of its recipient.


It would also be cool to see a fireball catch an enemy on fire and have them start running around, or have a frost spell freeze an enemy, or shock spell electrocute an enemy and knock them unconscious.
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MISS KEEP UR
 
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Post » Thu Apr 07, 2011 6:44 pm

Yep, the lighting spell casing made some sense but as far as casting a chameleon spell in the dark you were practically saying "signal flare from the north"

By the way, http://i142.photobucket.com/albums/r105/Enoil/ImperialFishyStick.jpg.

Oh, that's a fishystick. At first glance I thought it was a sixual battering ram.

No, no, no, no. I don't want Skyrim to be one big stereotypical viking land full of tundra. There should the viking influences, of course, and there is some great viking culture for inspiration, but there also needs to be that unique TES feel to the game. I've always said that World of Warcraft actually got the icey wasteland pretty good in "Wrath of the Lich King". Cold, undead and magic have always been excellent together, imo.

Southern Skyrim should be Viking-ey, and the northern wastes should be more about the uniqueness. Icey cliffs, huge mountains, and harsh seas are all great for creating a unique landscape.

And if anything, Bethesda should look more at Iceland and Norway for a real life influences on Skyrim.
The north of Skyrim is temperate and warm in the summer. Though it's cold in the winter, there's no pack ice or anything.

I want it to be like Switzerland on the interior of the country where there are fertile isolated valleys between the mountains that get cut off from each other during the winter. More like Norway for the northern coast.
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Racheal Robertson
 
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Post » Thu Apr 07, 2011 5:34 pm

Hit at me? <_<

no, why?
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Soku Nyorah
 
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Joined: Tue Oct 17, 2006 1:25 pm

Post » Fri Apr 08, 2011 9:24 am

no, why?

People are getting way too paranoid on these forums.
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The way Skyrim will be handled environment-wise is a hotly debated subject on these forums. I can predict that when we see the product, some people WILL be disappointed, no matter what Beth chooses.
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Victor Oropeza
 
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