TES V Ideas and Suggestions #169

Post » Fri Apr 08, 2011 6:20 am

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.


Only if they manage to turn one biome type (jungle, for example) into a totally different one (temperate forest) for no good reason. :)
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Fiori Pra
 
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Post » Fri Apr 08, 2011 6:45 am

no, why?

It was a bunch of threads I've been arguing in. I've been in threads about voice acting, one that includes creatures, and one about fast travel.

But if not, have a cookie :cookie:

Of course I'm paranoid, I'm a Daedric Prince! there's always someone trying to spoil my fun.
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Jessica Thomson
 
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Post » Fri Apr 08, 2011 8:02 am

It was a bunch of threads I've been arguing in. I've been in threads about voice acting, one that includes creatures, and one about fast travel.

But if not, have a cookie :cookie:

Of course I'm paranoid, I'm a Daedric Prince! there's always someone trying to spoil my fun.

lol, I was making fun of myself, kind of

I seriously want millions of cliff racers and no voice acting

I really do want a lot more travelling between points A and B, rather than just teleporting to point B, or following some scrying arrow through an empty wilderness to point B
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kevin ball
 
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Post » Thu Apr 07, 2011 11:16 pm

Some nice features to include would be:

fishing in a little rowing boat :)
ability to write using a quill and parchment
play the lute (?) or anything, flutes too maybe

These are just little features that i think would add something different to the game.


Wow.....I.....really like that hahahaha. Insturments would be awesome....I'd love it if you could just be a character, not necessarily a beast of a person about to save the world. I'd love to be a travelling bard just trying to swindle and play my way to fame and fortune or even just the next town.
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Ross Thomas
 
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Post » Thu Apr 07, 2011 6:30 pm

I really do want a lot more travelling between points A and B, rather than just teleporting to point B, or following some scrying arrow through an empty wilderness to point B

I wouldn't mind teleporting to point B, as long as it realy was teleporting. In Morrowind I could float down from the sky, enter a house, murder him and lock the door by magic (well, if you enable the lock spell - I really think that should have been included in both games) and then teleport out. The perfect magical crime, a locked door, with no possible exit...
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Jah Allen
 
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Post » Thu Apr 07, 2011 11:29 pm

Someone said here earlier they think the physics in Oblivion were great and couldn't be better. I have to strongly disagree.

If you strike someone with a sword, they shouldn't jump ten feet straight up in the air; I don't care if it's enchanted.

Also, decorating a house was the most headache inducing feature I've ever seen in a game. I never want to lose another item because it fell behind a bookshelf. I hope very much that a lot of this is fixed in the next ES game.
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SamanthaLove
 
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Post » Thu Apr 07, 2011 6:55 pm

If you strike someone with a sword, they shouldn't jump ten feet straight up in the air; I don't care if it's enchanted.


Specifically, with a good physics engine, if you strike someone with a sword, an arrow, a book, a chair, another person, a bridge or whatever you can use, the results should be realistic based on where you hit that person and how. Physics in games can be used to simulate stuff like bones breaking too, for example. You just have to use them.
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Guy Pearce
 
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Post » Fri Apr 08, 2011 3:12 am

Specifically, with a good physics engine, if you strike someone with a sword, an arrow, a book, a chair, another person, a bridge or whatever you can use, the results should be realistic based on where you hit that person and how. Physics in games can be used to simulate stuff like bones breaking too, for example. You just have to use them.

I don't think there's anything wrong with the physics in Oblivon to be honest. Maybe the kinks need ironing out so things don't jump when you enter the cell, but I've no problem with the way they move when you hit them.
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i grind hard
 
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Post » Fri Apr 08, 2011 5:05 am

The biggest thing with physics I hope they fix is making more accurate collision meshes for each object, so they don't float, and they don't randomly go across the room because the collision mesh was stuck in the table when the actual object was placed exactly on top for example.
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Melly Angelic
 
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Post » Fri Apr 08, 2011 6:16 am

If TESV is going to be in Skyrim, I suggest that Bethesda feature Solstheim.
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DeeD
 
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Post » Fri Apr 08, 2011 4:11 am

This has probably been said, but I want the raspy Dunmer back.
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Krista Belle Davis
 
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Post » Fri Apr 08, 2011 4:32 am

If TESV is going to be in Skyrim, I suggest that Bethesda feature Solstheim.

Full of Dunmer Settlements.
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Matthew Warren
 
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Post » Fri Apr 08, 2011 4:43 am

If TESV is going to be in Skyrim, I suggest that Bethesda feature Solstheim.

I think it would be neat if a DLC took us to Atmora. But I have small hopes for that.
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Kat Lehmann
 
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Post » Thu Apr 07, 2011 5:48 pm

Revised Fatigue and Health interaction.

What I'm thinking is something like this.

Under normal circumstances attacks damage fatigue before they candamage health. Sneak attacks and arrows damage health directly. Running would totally halt fatigue regeneration (before perks). Of course I'm personally also rooting for a more variable system in combat. A return of the Morrowind armor rating (armor has a scaling effect on damage, not a percentage), throw in "deflection" a chance to signifigantly reduce damage from incoming attacks based on agility and armor skill. A happy medium between Morrowind (Hits are dealdy, but you miss) and Oblivion (every hit lands, but they don't feel deadly).

Of course turning fatigue into a "health pool" means that it houldn'y have as much of an affect on your damage pool. It also means that higher fatigue becomes considerably more useful.

Oh... and TES v should be the Summerset Isles.
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c.o.s.m.o
 
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Post » Fri Apr 08, 2011 2:31 am

I would like it if I could have the option to toggle item physics. I loved how walking around a room didn't create a tornado of items in Morrowind. But I understand that some people do in fact like the physics. It's just an asthetic issue, and I believe it would make everyone happy if we could toggle.

The NPC physics need a major look at, though. Either something similar to the difficulty slider to altar the intensity of the physics, or have the physics less intense the whole time. I understand that toggling isn't a simple thing, and takes a lot of work, but I think that's one of those things important in a highly modable game. Options.

One more thing. I'd like to see something similar to http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1230. It allows me to place books in different position, by changing the position of the book each time I put it down. It allows me to better organise my books, use bookshelves effectivly, and keep things tidy. Great for roleplaying as a Breton scholar. ^_^
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Kathryn Medows
 
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Post » Fri Apr 08, 2011 3:15 am

Destructible environments. It seems complex, but it's been done to death in a million games, recently in Red Faction 2 and Battlefield Bad Company 2. Imagine being a wizard, launching a fireball, and watching a hut get blasted to smithereens.

Or, using your axe to chop down a tree. Or missing your swing in a bar and cutting a table in half.

It's fairly easy to introduce, and if you don't want the whole world to stay a smoking ruin, well then after a building is destroyed have NPCs walk all around it with hammers and junk and then in a week re-load the original structure.
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lauren cleaves
 
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Post » Thu Apr 07, 2011 5:25 pm

I wouldnt care about destructible terrain, I want more lore less action. More questing requiring you to _read_
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Mark Churchman
 
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Post » Thu Apr 07, 2011 7:23 pm

IGLOOGREENHOUSE'S IDEA FOR FAST TRAVEL:
I have read a few other ideas, and I agree that while fast travel is immersion breaking, its also needed greatly tokeep the elder scrolls playable for less hardcoe users. Here is my complete idea for fast travel revision in the next game. Tell me what you think!

Fast travel should be compolicated from where it stands now. It shouldn't be a teleportation button, it should be worked into the game. If you've played Dragin Age origions, you'll remember traveling in that game is as follows, on the map, as the game loads (Another way to keepimmersion.) a trail/path winds around as a thin line on your map, going from where you are to where you're going. This should absolutley be implemented, it would give some roleplaying to the traveling experience. And the traveling line should never take more than one miute, even if you are traveling across the map.Have the players speed affect the speed/time it takkes. I believe the origional fallout implemented this very well also. Travel locations should be limited to those ou've visited, and only when not in combat. As far as random encounters, i'm not sure. That might be best left out...
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Matt Gammond
 
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Post » Fri Apr 08, 2011 6:34 am

I havent read this thread in a long while and a thought just came into my Brain. I would like to see Vampires actually dissolve into Vampire dust, would be cool.
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Horse gal smithe
 
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Post » Thu Apr 07, 2011 11:22 pm

Fast Travel should go straight back to Morrowind's system, but have another spell added. It would allow you to travel to any previously found location, and would work like Oblivion/Fallout's fast travel system.

It gets rid of the immersion breaking, and lets the "casual" gamers satisfy thier need to have action in thier RPG's.

The spell would be roughly at Mark/Recall's level, and would also be in scroll form. The player would be told about the scrolls near the begining of the game, since a "casual" gamer wouldn't know about them otherwise.
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Eliza Potter
 
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Post » Fri Apr 08, 2011 4:30 am

Three minor things that can make or break TESV for me:
(1) All swords have sheaths! I hated, absolutely hated, how some of the hip swords (not to mention the ones on your back) wouldn't have proper sheaths. Make 'em all have it!
(2) Ability to equip your companions/allies, as well as proper equipment in relation to NPC - I didn't like how the higher I got in my lv, the NPC would have glass, daedric weaponry. If the NPC is a farmer, make it so that their weaponry stays consistent. Also, give the player the ability to equip/customize their companions. I hated how I had to keep my character lv low so that my KoN allies wouldn't have daedric weapons.
(3) Horse Combat - I'm sure this is a definite in TESV, but still something I wanted to mention.

Cheers
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Rachie Stout
 
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Post » Thu Apr 07, 2011 6:22 pm

Immersion:
-Camera shaking and motion blur when running
-See your hands when running
-See your body when looking down
-See your body when looking down while on a mount
-See your arms in front of you when swimming
-Pressing jump near a ledge will make the char climb over it (like Call of Duty and Risen)
-Animations opening doors
-Animations for opening chests
-Animations for picking locks
-Animations for looting bodies
-Animations for grabbing items
-Animations for getting in/out of a bed
-Better animations
-Dynamic textures affected by rain and snow (like Gothic 4)
-Rain creates puddles
-Seasons
-Falling leaves would be amazing
-Realistic animal behavior
-Tracks
-Ambient wildlife (birds, small animals like squirrels)
-More things in water (rocks, weeds, fish)
-Ability to set things on fire

Spell Creation:
Add something like this (taken from Two Worlds 2)-
Another thing I want to touch on that really caught my attention was the magic system. The first thing I want to tell you is this, I was told that this game is looking to get into (and more than well on its way) to get into the Guinness book of world records for most spells in a game. The number they are shooting for? 1 million plus. Impressive, no? They are looking to accomplish this using their new magic system: DEMONS. This system enables players to create their own spells from predefined effects. Spells make use of the game’s physics system to create special effects such as storms, push waves, and repulsing auras. Sound difficult to manage but I had a look as was surprised at how easy it was. You had the card for your spell.. Say for example FIREBALL. Simple enough to grasp, shoots a ball of fire.. heh. But along with this card you have slots for additional effect allowing you to add cards to change the spell to do a while lot of different things. Want to make it so you fire 12 bolts instead of 1? Or have it so your fireballs bounce off walls? Or even make it a rain of fire instead of a shot. The cards allow you to change it and bend the spell to your will. I think its a great system and plan of having a lot of fun making up new spells.

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sarah taylor
 
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Post » Thu Apr 07, 2011 11:42 pm

Destructible environments. It seems complex, but it's been done to death in a million games, recently in Red Faction 2 and Battlefield Bad Company 2. Imagine being a wizard, launching a fireball, and watching a hut get blasted to smithereens.

Or, using your axe to chop down a tree. Or missing your swing in a bar and cutting a table in half.

It's fairly easy to introduce, and if you don't want the whole world to stay a smoking ruin, well then after a building is destroyed have NPCs walk all around it with hammers and junk and then in a week re-load the original structure.


I love destructible environments through engines like Geo Mod 2 and DMM but I have to admit it would be non pratical if you had the ability to make any city look like Kvatch. Then again, if you were in a city and a guard saw you hammering a house he would just try arrest you and the day after or the very day the guards should send a crew of workers to fix the damages done to the city and the time it would take to fix these damages would be proportional to the damage done. Of course, through codes I can definitely imagine the chaos :flamethrower:
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Ron
 
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Post » Fri Apr 08, 2011 9:33 am

Although I highly doubt it and know this is 100% fake I would love that TES V looked something like this B) http://www.morrohun.hu/hirek/wp-content/gallery/tesv/tesv-fake.jpg (just look at the URL and you can see it's fake :P )
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Hearts
 
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Post » Fri Apr 08, 2011 4:39 am

Although I highly doubt it and know this is 100% fake I would love that TES V looked something like this B) http://www.morrohun.hu/hirek/wp-content/gallery/tesv/tesv-fake.jpg (just look at the URL and you can see it's fake :P )

Yes, of coarse that's fake. And I'm sure we'd all love TES:V to look like that, but that wont happen, not on this generation of console, anyway. Maybe next gen but, even that's a stretch. That's almost to the point of photo-realism, considering that picture is a real picture photoshopped to look like a game.
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Marnesia Steele
 
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