TES V Ideas and Suggestions #169

Post » Fri Apr 08, 2011 2:09 am

No, I don't want to see the likes of Akavir. Like the Dwemer, the mystery is awesome.

I'd go for Yokuda somehow rising up, but not as the main plot of the main quest. Perhaps a good expansion. Or even Atmora. That could be pretty awesome.

EDIT: Yokuda is the Redguard native land, Atmora is the Nede (original men) native land, incase your lore is rusty.

I'd love a game set in Yokuda but I think I'd rather have it take place in the past, when it was still around, rather than after some unnatural event causing the island to resurface. I wouldn't buy into the idea of a God or powerful mage raising the island unless the story was REALLY well researched and written, which I can't see happening (no offense to Beth but it seems like they're putting other elements above lore, which is their decision and it seems to be working for them). And I can't think of any natural disaster that would cause an entire island to resurface...

I'd buy the game for sure, but I only want a game in Yokuda if it makes sense for the game to take place there, and to me that means setting the story in the age when it was still around. Personally I think it would be cool if a game took place right around the time of the fall of Yokuda, and the player was pivotal in the events leading to its destruction, and then afterwards you survive the cataclysm and sail/wash up in a new province or on a different island (Sumurset?). That would appease players looking for variety and/or multiple provinces, though it would svck for completionists because once the MQ is over you would't be able to go back to Yokuda.
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Isaiah Burdeau
 
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Post » Fri Apr 08, 2011 3:33 am

Even if Yokuda somehow rose from the ocean, there wouldn't be anything man-made left on the island after the earthquake and several centuries under the sea.

Basically by asking for this, you want a Solstheim without buildings or npc's or creatures or plants. Pardon my asking, but what would be the point?
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Claudz
 
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Post » Fri Apr 08, 2011 4:46 am

Dual wielding small swords, small maces, or daggers. I still have yet to see a valid explanation why this shouldn't be added. Almost EVERY fantasy RPG except for TES has this.


on the topic of weapons, I hope TES5 would have more weapon types.

1. thrown (was in TES3)
2. crossbow (was in TES3)
3. fist weapons

And on top of this, better perks for each weapon skill. (Similiar to fallout3 perks, not the boring Oblivion perks)
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sw1ss
 
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Post » Thu Apr 07, 2011 6:54 pm

This is not World of Warcraft...

Although you're right, this isn't World of Warcraft...
He makes some good points, and those are suggestions that a lot of people would like implemented. A leveling system and set leveled zones that benefit from that is a great idea, just like Morrowind had, but not Oblivion.
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Stephy Beck
 
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Post » Fri Apr 08, 2011 4:39 am

Even if Yokuda somehow rose from the ocean, there wouldn't be anything man-made left on the island after the earthquake and several centuries under the sea.

Basically by asking for this, you want a Solstheim without buildings or npc's or creatures or plants. Pardon my asking, but what would be the point?

What would be more interesting, for me at least, would be to visit the ruins of Yokuda underwater. A perfect area for Argonians to explore, and for everyone else, a spoonful of sugar helps the potion of water breathing go down... :P
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jessica sonny
 
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Post » Fri Apr 08, 2011 6:26 am

This is not World of Warcraft...

You do realise that Morrowind actually had the same system? Although somewhat to a lesser extent. Red Mountain was full of high level baddies, the Bitter Coast was full of low levels, the Ascadian Isles was a sort of middle, etc, etc. I've just suggested that we try to perfect the system. Just because it's in another game, anyway, does that mean we shouldn't have the aspect that works great? Should we not have magic because it's in World of Warcraft? Or swords? Or Orcs?


On the Yokuda note:

It would have ruins in it. I mean, if the dwemer buildings can withstand lava, I'm sure Yokuda can withstand water erosion and earthquakes. The ruins would be rubbish and destroyed, with perhaps a few built up areas from Redguards from Tamriel, but the point would be to do things in a lost land full of ancient creatures and buildings and religions. It wouldn't be the main quest, anyway, just an expansion.

Also, I love the idea of playing through past events, but I believe I saw somewhere that Bethesda said they wouldn't go back in time. :(

If a game would be set in Yokuda, it wouldn't need to sink at the end of the game. It could have a Morrowind style destruction, where the Nerevarine inadvertantly destroys Vvardenfell. The sinking could go on out of game.


Anyways, my point was that I don't want to see Akavir. I doubt that Yokuda will even be seen at all, anyway.
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Strawberry
 
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Post » Thu Apr 07, 2011 9:38 pm

You do realise that Morrowind actually had the same system? Although somewhat to a lesser extent. Red Mountain was full of high level baddies, the Bitter Coast was full of low levels, the Ascadian Isles was a sort of middle, etc, etc. I've just suggested that we try to perfect the system. Just because it's in another game, anyway, does that mean we shouldn't have the aspect that works great? Should we not have magic because it's in World of Warcraft? Or swords? Or Orcs?


The difference here is that when you said "Zones" it sounds like you want, to put in simply, zones. Morrowind did not have "zones" it just had stronger monsters in certain places and weaker ones in others. It's not like you crossed some magical line where the music changed, it says "You are now in Red Mountain (35-50)" and suddenly all those level 25 enemies are now level 40. And I wouldn't like that very much.
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darnell waddington
 
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Post » Fri Apr 08, 2011 12:39 am

The difference here is that when you said "Zones" it sounds like you want, to put in simply, zones. Morrowind did not have "zones" it just had stronger monsters in certain places and weaker ones in others. It's not like you crossed some magical line where the music changed, it says "You are now in Red Mountain (35-50)" and suddenly all those level 25 enemies are now level 40. And I wouldn't like that very much.

umm... yes it did? When I went to Red Mountain, I got a message telling me I'm in Red Mountain, and all the enemies where a higher level. I just think it needs to be developed more.
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Guinevere Wood
 
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Post » Thu Apr 07, 2011 8:13 pm

umm... yes it did? When I went to Red Mountain, I got a message telling me I'm in Red Mountain, and all the enemies where a higher level. I just think it needs to be developed more.


Are you sure? I don't remember that. Also, it's still not the same, because, again, there aren't "zones". Just different areas.
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Brooke Turner
 
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Post » Fri Apr 08, 2011 6:43 am

Are you sure? I don't remember that. Also, it's still not the same, because, again, there aren't "zones". Just different areas.

Its not like the zones were cut through the middle of a field. The mountain-scape helped greatly to hide the changes between areas (pretty much the same as a zones for the record). Then ruins got their own puddle of higher leveled enemies.

A better way to think about "leveled zones" would be an modified topographical map, where the height would indicate an average spawn level, instead of "you have now crossed the boarder from lv 10 to lv 40...svcker."
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ijohnnny
 
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Post » Thu Apr 07, 2011 8:14 pm

Are you sure? I don't remember that. Also, it's still not the same, because, again, there aren't "zones". Just different areas.

What exactly do you think a zone is? :blink:
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Queen
 
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Post » Fri Apr 08, 2011 3:48 am

I loved Morrowind's level system in regards to enemies. It definitely should be zoned, but not as concrete as how WoW is set up.
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Yvonne
 
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Post » Thu Apr 07, 2011 5:30 pm

It shouldn't be zoned as in "Balmora is for noobs but Molag Mar is for tough ass [censored]s." It should be zoned as in "cities are easy, roads are a bit less easy, the less used roads are a little harder, the open woods are harder, caves are harder, Daedric shrines (depending on the prince) may or may not be harder, etc.
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Robert Jackson
 
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Post » Fri Apr 08, 2011 4:24 am

Re: Yokuda: large chunks of it are still above sea (as islands,http://images.uesp.net//f/f9/Tam-Maps-West_Tamriel.jpg) and it is inhabited at the time of Oblivion.
Also, Atmora is the Nordic homeland. The people collectively known as the Nedes are entirely Tarmrielic.
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CRuzIta LUVz grlz
 
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Post » Fri Apr 08, 2011 12:33 am

Re: Yokuda: large chunks of it are still above sea (as islands,http://images.uesp.net//f/f9/Tam-Maps-West_Tamriel.jpg) and it is inhabited at the time of Oblivion.
Also, Atmora is the Nordic homeland. The people collectively known as the Nedes are entirely Tarmrielic.
Those islands are the size of Vvardenfell collectively.

It would be interesting if those islands were still there, because it means that the sword singers did not destroy Yokuda like the one myth said, it had to be the earthquakes and natural disasters written about in the other myth. The sword singers blowing up their own land didn't make sense anyway, as a huge number of Redguards escaped on ships to Tamriel. If it was the earthquakes, they would have had some warning time even with flashfloods to get onboard and make the trip. With the pankratoswordthingy, all those people would have been killed, and the ones who weren't killed would have no reason to leave for Tamriel since they could stay on the islands.

Then again, that map wasn't in a game.
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Ludivine Dupuy
 
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Post » Fri Apr 08, 2011 4:21 am

The islands are all that remains of the continent, the rest has sunk. They aren't exactly hospitable and don't support large populations, hence a (relatively small, in comparison to the population of the continent) number of redguards chose to venture out rather than stay on Yokuda. The map was officially released by Bethesda, thats about as close as you can get.

Anyways, this really has nothing to do with TES5.
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Symone Velez
 
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Post » Thu Apr 07, 2011 8:32 pm

I would like to see Gravestones for deceased NPCs, like in Shivering Isles.
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Maya Maya
 
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Post » Thu Apr 07, 2011 11:29 pm

It should be zoned as in "cities are easy, roads are a bit less easy, the less used roads are a little harder, the open woods are harder, caves are harder, Daedric shrines (depending on the prince) may or may not be harder, etc.

But it should also be zoned how I've said. It used a mixture of what you've said, and what I've said in Morrowind, and worked great. Addamasartus outside Seyda Neen is a lot easier than some cave in Red Mountain.

Also, all Daedric Princes are pretty much just as strong as eachother, otherwise, all but one would be wiped out. (unless you count awesomeness as a strength, in which case, Hircine, of course, is the champion :wink_smile: )
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QuinDINGDONGcey
 
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Post » Thu Apr 07, 2011 5:56 pm

But it should also be zoned how I've said. It used a mixture of what you've said, and what I've said in Morrowind, and worked great. Addamasartus outside Seyda Neen is a lot easier than some cave in Red Mountain.

Also, all Daedric Princes are pretty much just as strong as eachother, otherwise, all but one would be wiped out. (unless you count awesomeness as a strength, in which case, Hircine, of course, is the champion :wink_smile: )

Most daedra are the same strength (same size soul), with a few exeptions, but som earen't really violent. Why would a shrine dedicated to Merida be violent?
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Helen Quill
 
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Post » Fri Apr 08, 2011 2:17 am

Thought I would update this little list i had going. Updates in red.

Posted 11 June 2010 - 10:44 AM
I think that the criminal justice system needs some new improvements.

- The time spent in jail should be based on the amount of evidence and number of witnesses.
- Guards are not psychic, if all witnesses are killed, you will lose your bounty for the time being.
- Bounties should be assigned by the county. For example, in Cyrodiil, a crime committed in County Anvil will gain you a bounty there, but not in County Leyawiin. Over time, the bounty will spread to the adjacent counties.
- There are 5 levels of awareness the guards of a certain county will be at. In the first level, guards have a x% chance of recognizing and pursuing you. Second level, you will not be admitted to any inns and guards have a x% chance of recognizing you. Third level, you won't be able to use inns or shops and guards have a x% chance of noticing you. Fourth level, any citizen with a moderate to high responsibility will report you upon sight, guards have a x% chance of noticing you. Fifth level, guards will relentlessly pursue you, citizens with high responsibility will attack you.
- When caught by a guard you should have the options, Plead Guilty, Plead Innocent (Court), Pay Fine, Resist Arrest.
- If you choose "Plead Guilty", you will serve the minimum sentence and go immediately to jail.
- If you choose "Plead Innocent", you will be tried by the court. You have a chance at innocence, depending on the amount of witnesses and evidence (eg. Stolen Items). If you are found guilty, you will serve the maximum sentence. A crime committed against a beggar will be easier to evade punishment than a well respected noble. You can also use bribes to lower your chances of conviction.
- Thieves guild doyens should probably be reworked also. There would be a doyen in each separate county/region of the map and they will be able to lower your bounty in only that region. When you go to pay off your fines, the price is dependent on similar factors to the trial, but your position/influence in the guild will come into effect. If you are not part of the guild, you will pay much more than the grandmaster of the thieves guild.

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Michelle Serenity Boss
 
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Post » Fri Apr 08, 2011 5:17 am

Most daedra are the same strength (same size soul), with a few exeptions, but som earen't really violent. Why would a shrine dedicated to Merida be violent?

What? I'm saying that they're the same strength, also. And I said nothing about Meridia, or violence. :shrug:
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Jesus Sanchez
 
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Post » Fri Apr 08, 2011 8:37 am

I'd really like to see some improvements on the magic system. In Oblivion certain schools weren't very useful, especially at low levels.

For instance, in the school of Illusion Frenzy only worked on NPC's. Armed with a low level Frenzy spell, it could be very hard to find vulnerable NPC's. This spell would have been far more useful if it could have been used on animals as well. No Invisibility, Chameleon, Silence, or Paralyze spells were available until a character had become a Journeyman, and the others were largely only useful under certain circumstances. Mysticism and Alteration had similar problems.

First off, the mostly useless spells like Frenzy and Burden should be fixed; second, there have to be useful *low level* spells available for all schools. And lastly, schools without frequently useful spells should level faster. In normal gameplay, a pure mage would never use Mysticism or Illusion as often as Destruction or Restoration. These schools were already set to level faster, but combined with the lack of useful low level spells it was still very difficult to reach a high level in those schools without a great deal of dedicated effort.

A good, stealthy Illusionist should be able to slip though a dungeon or heavily guarded castle without once being forced into direct combat, even without a good Invisibility spell. A mage skilled in Mysticism should have little to fear from the typical battlemage. In Oblivion, the only schools worth specializing in were Destruction, Conjuration, and Restoration, and that svcked.

Also, as other people have said, Enchantment should be buffed up. Mages should be able to enchant items with more than one effect, and Master level mages should be able to make artifact-like items. I also disliked the way alters were necessary for Enchanting and Spellmaking. For the most part, those alters were only available in the University, which implies that mages who've chosen not to join the Guild lacked the ability to make their own spells and items. And that's just wrong.
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elliot mudd
 
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Post » Fri Apr 08, 2011 9:43 am

I'd like to point out that when I have no experience with a form of magic, I shouldn't know how to cast many useful spells. Otherwise, what's the point in leveling up? There should also be a Morrowind-style training system to balance this. I could pay for training to eventually be able to cast these good spells. It's also a great money sink. If characters are too rich, a good train on a low skill can help even things up.
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Smokey
 
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Post » Thu Apr 07, 2011 9:38 pm

"you know what you can do with horkers" I thought that said something different, then I was disappointed.

My suggestion is to make TES:V take place in akavir, we dont know what it looks like right? I bet they can be pretty creative with it.
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Jaki Birch
 
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Post » Fri Apr 08, 2011 3:05 am

"you know what you can do with horkers" I thought that said something different, then I was disappointed.

My suggestion is to make TES:V take place in akavir, we dont know what it looks like right? I bet they can be pretty creative with it.

I disagree. Akavir is supposed to be a mysterious and distant land to the east that is full of unknown dangers and immortal cannibalistic snake people. I honestly don't think that Akavir should truly be explored in a TES game.
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Flesh Tunnel
 
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