TES V Ideas and Suggestions #169

Post » Thu Apr 07, 2011 10:22 pm

Welcome to TES V Ideas and Suggestions # 169

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.

http://www.gamesas.com/bgsforums/index.php?showtopic=1068896
http://www.gamesas.com/bgsforums/index.php?showtopic=1070974
http://www.gamesas.com/bgsforums/index.php?showtopic=1071845
http://www.gamesas.com/bgsforums/index.php?showtopic=1073698
http://www.gamesas.com/bgsforums/index.php?showtopic=1075858
http://www.gamesas.com/bgsforums/index.php?showtopic=1077394
http://www.gamesas.com/bgsforums/index.php?showtopic=1078557
http://www.gamesas.com/index.php?/topic/1080894-tes-v-ideas-and-suggestions-thread-%23157/
http://www.gamesas.com/index.php?/topic/1082671-tes-v-ideas-and-suggestions-thread-%23158/
http://www.gamesas.com/index.php?/topic/1084035-tes-v-ideas-and-suggestions-thread-%23159/
http://www.gamesas.com/index.php?/topic/1085256-tes-v-ideas-and-suggestions-thread-%23160/
http://www.gamesas.com/index.php?/topic/1086102-tes-v-ideas-and-suggestions-thread-%23161/
http://www.gamesas.com/index.php?/topic/1087658-tes-v-ideas-and-suggestions-thread-no-162/
http://www.gamesas.com/index.php?/topic/1089003-tes-v-ideas-and-suggestions-163/
http://www.gamesas.com/index.php?/topic/1090035-tes-v-ideas-and-suggestions-164/
http://www.gamesas.com/index.php?/topic/1090714-tes-v-ideas-and-suggestions-165/
http://www.gamesas.com/index.php?/topic/1092018-tes-v-ideas-and-suggestions-166/
http://www.gamesas.com/index.php?/topic/1094008-tes-v-ideas-and-suggestions-167/
http://www.gamesas.com/index.php?/topic/1096483-tes-v-ideas-and-suggestions-168/
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Multi Multi
 
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Post » Fri Apr 08, 2011 7:29 am

you know what you can do with horkers

put 'em where the sun don't shine...
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IM NOT EASY
 
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Post » Thu Apr 07, 2011 10:12 pm

I still pray for a few things in the game:

- Horseback fighting
- Other mounts
- More clothing (boots, gloves, sheild, arms, shoulder, cape, briastplate, legs, helm, 4 total rings, etc
- A new race (a hybrid??? :D, possibly the synopsis for the game... evil lorg rugdomph the 2nd makes a Clannfear-orc)
- Spears/pole fighting
- knockback attacks,
- speaking character (self, in dialog)
- Foreign currency
- DX11!!!!!!!
- Graphics that bring dual 5970's to their knees (futureproof games FTW)
MUCH bigger world
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Michelle davies
 
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Post » Fri Apr 08, 2011 1:14 am

To continue from last time a bit here's how I see locations should "equate" to a instant kill:

Dieing is pretty much simulated by blood loss (your health), every hit that breaks your skin means you bleed, the larger and deeper a cut is the more severe it will bleed. Most smaller injures don't bleed much and even stop bleeding on their owns, really large ones need to be bandaged or treated in some way, they close on their own too but here you could bleed to death before it closed enough.
A main artery bleeds very severely causing fast health loss, the main leg or upper and lower arm arteries could be lethal within a few minutes, the main neck arteries lethal within seconds, it's not instant in that case but it has another effect, a shock.

A shock can knock someone out cold, it can be caused by severe pain, a very rapid blood loss or a brain injury, your fatigue in that case doesn't matter.
A hit in the heart isn't a real instant kill, it still at least takes a few seconds to die, however it will in most cases cause a shock that sends you down making you unable to act and maybe "fix" the wound in time. When you're more "hardened" so to say you CAN shrug off a heart injury without being KOed, you still have to take deal with a severe bleeding (a internal one to boot) but it makes it possible to survive that.
A brain severe injury sends you down as well but again it has to be sufficient enough, a arrow to the head is not necessarily lethal if it didn't penetrate too deep, but it too causes a severe bleeding and can knock you out cold. Survivable brain injures can leave the character extremely weakened and weary even causing skill "damage". If a arrow really penetrated deep it is too not really instantly lethal but within seconds and causes a shock that sends you down.
It pretty comes down to if you're knocked out and not really able to act anymore you are A. a vulnerable target and B. not able to fix potentially lethal injures which then cause your death.

One other route though is suffocating or your heart stopping (from a strong lightning bolt for example). Suffocating would drain your stamina, not your health, when your stamina is down you're KO as well, if whatever is suffocating you continues it's counted as brain damage, that means if it lets go in time you CAN get back up although with some damage that needs healing.
Your heart stopping would go a similar route, when it stops your blood is not pumping anymore too resulting in your fatigue draining, brain damage and ultimately death.
In fact blood loss can be equated to that too, when you lost too much blood your brain stops working and you die the same way.


Like this you pretty much have ALMOST instant kills but there ARE saving throws so to say.


EDIT: I just came up with a new idea to include another value, "Vitals" for brain activity. I'm still working on that part so I can't give too much details but I'll try to write it into a coherent idea.
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Jamie Lee
 
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Post » Fri Apr 08, 2011 5:41 am

To continue from last time a bit here's how I see locations should "equate" to a instant kill:

Dieing is pretty much simulated by blood loss (your health), every hit that breaks your skin means you bleed, the larger and deeper a cut is the more severe it will bleed. Most smaller injures don't bleed much and even stop bleeding on their owns, really large ones need to be bandaged or treated in some way, they close on their own too but here you could bleed to death before it closed enough.
A main artery bleeds very severely causing fast health loss, the main leg or upper and lower arm arteries could be lethal within a few minutes, the main neck arteries lethal within seconds, it's not instant in that case but it has another effect, a shock.

A shock can knock someone out cold, it can be caused by severe pain, a very rapid blood loss or a brain injury, your fatigue in that case doesn't matter.
A hit in the heart isn't a real instant kill, it still at least takes a few seconds to die, however it will in most cases cause a shock that sends you down making you unable to act and maybe "fix" the wound in time. When you're more "hardened" so to say you CAN shrug off a heart injury without being KOed, you still have to take deal with a severe bleeding (a internal one to boot) but it makes it possible to survive that.
A brain severe injury sends you down as well but again it has to be sufficient enough, a arrow to the head is not necessarily lethal if it didn't penetrate too deep, but it too causes a severe bleeding and can knock you out cold. Survivable brain injures can leave the character extremely weakened and weary even causing skill "damage". If a arrow really penetrated deep it is too not really instantly lethal but within seconds and causes a shock that sends you down.
It pretty comes down to if you're knocked out and not really able to act anymore you are A. a vulnerable target and B. not able to fix potentially lethal injures which then cause your death.

One other route though is suffocating or your heart stopping (from a strong lightning bolt for example). Suffocating would drain your stamina, not your health, when your stamina is down you're KO as well, if whatever is suffocating you continues it's counted as brain damage, that means if it lets go in time you CAN get back up although with some damage that needs healing.
Your heart stopping would go a similar route, when it stops your blood is not pumping anymore too resulting in your fatigue draining, brain damage and ultimately death.
In fact blood loss can be equated to that too, when you lost too much blood your brain stops working and you die the same way.


Like this you pretty much have ALMOST instant kills but there ARE saving throws so to say.


EDIT: I just came up with a new idea to include another value, "Vitals" for brain activity. I'm still working on that part so I can't give too much details but I'll try to write it into a coherent idea.

This is all far too complex. What is the huge problem with the methods TES has used from Arena to Oblivion? It has always been pretty much the same, with minor changes, and there's no need for "arteries", or "brain injuries". Bethesda should stick with what they know in TESV, and not end up giving us a huge facepalm game. If anything, the only changes should be stuff they've worked on with other games. though, even that could make it not a TES game. I mean, sure, at certain times there should be variation between the games, but the actual gameplay methods shouldn't stray too far away from what we all know and love.

Pretty much all that should be considered in these threads is the widly accepted ideas; Lycanthropy, more skills, more lore, unique terrains, etc, etc. What we should do here is throw out small ideas that seem good, and see if it's something that the majority of players would like to see. Not come up with silly, over complicated systems that can let me kill someone in one hit.

[/rant]

What I'd like to see is a more static levelling system. But, to stop me getting god like too early, there should be more defined areas. A level 1-10 area, a level 11-20 area, a level 21-30 area, a level 31-40 area, etc, etc. It lets my character aways be challenged, but lets me go back somewhere and feel my progress. Also, I should eventually get the god like feeling. But only around the stupidly high levels (60-70). This is pretty much Morrowind's system, but more defined, and suitable for higher levels also. It would need a larger map, so my level 1 doesn't accidentaly wander into level 50 territory. It also gives great purpose to paying for fast travel.

I'd like to see scaled wildlife. If I see a low level wolf, it would be around 70% scale. If, on the other hand, I saw a high level wolf that'd rip my low levels heads off, it'd be 2x scale. It makes the enemies seem more frightening to be larger, and would give the right feel to the game.
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Red Bevinz
 
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Post » Fri Apr 08, 2011 8:56 am

-SNIP-

The main problem I often bring up is arrows. How would you do them in a purely hitpoints based system?
Here you pretty much only have 2 options, "toothpick tossing" where arrows do almost no damage or "wooden nuke" where arrows are overly powerful.
Imagine you fight a opponent that has 5000HP and your arrows only do 5HP damage, better pack 1000 of them plus a few to spare. OR you have 2 arrows that do 3000 damage, enough that it makes a rock golem explode just by scraping it.

But where's the logic there, a well aimed arrow in the heart could kill pretty much anyone while a creature made of solid rock would shrug off nearly anything you throw at it.

At least having damage location allows for different effects to happen, shoot a arrow into someones leg and he won't be able to sprint towards you. But again repeatedly shooting him in the leg shouldn't kill him. That simply is the limitation of a purely hitpoints based system.

Ones that include crippling and bleeding simply allow for a lot more and actually allow to fight strategically, right now you are BOUND to damage modifiers, either do a lot of damage or you fail. But how should that work with someone who's trained to do stealth kills and is not made for open combat? In a LD system he could still use strategic stabs and slashes that slow your opponent down but with a HP system you HAVE to hack and slash your way through.

And it makes the "challenge" just artificial, what do you to make things harder, give your enemies more HP, which means you have to GRIND more. Instead have a constant challenge, a lion is just as dangerous to you at level 50 as it is at level 5, when it bites into your neck and cracks it you are just as dead either way, but the same time around you are just as able to kill it with a well aimed spear into the heart, the difference is at level 50 your skills are way more trained and you have the attributes to even take on such a fight. The challenge is still there and it's GENUINE, not fake.
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Daniel Lozano
 
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Post » Fri Apr 08, 2011 12:02 am

...
And it makes the "challenge" just artificial, what do you to make things harder, give your enemies more HP, which means you have to GRIND more. Instead have a constant challenge, a lion is just as dangerous to you at level 50 as it is at level 5, when it bites into your neck and cracks it you are just as dead either way, but the same time around you are just as able to kill it with a well aimed spear into the heart, the difference is at level 50 your skills are way more trained and you have the attributes to even take on such a fight. The challenge is still there and it's GENUINE, not fake.

I like your ideas Daniel because they are close to mines. But I agree that brain injuries and such detail will be overkill. Some things still need to be left for our imagination. But I certainly want them not use level scaling in any kind. I want bleeding and wounds that heal by themselves. So making potions, using healers will have a true meaning. It will be GENUINE like you said. Localized damage can still be added, I would use it, but for purist RPG players there must be another way.
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butterfly
 
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Post » Fri Apr 08, 2011 9:44 am

The main problem I often bring up is arrows. How would you do them in a purely hitpoints based system?
Here you pretty much only have 2 options, "toothpick tossing" where arrows do almost no damage or "wooden nuke" where arrows are overly powerful.
Imagine you fight a opponent that has 5000HP and your arrows only do 5HP damage, better pack 1000 of them plus a few to spare. OR you have 2 arrows that do 3000 damage, enough that it makes a rock golem explode just by scraping it.

Ranged combat should mostly be a stealthy option. enemies should run to you faster than you can run backwards. Even in real life, if I could run backwards as fast as someone else could run towards me, I could easily range them to death. What's wrong with how Arrows have been handled, apart from being able to run back so easily? If anything, you should begin with rants about melee damage. I can kill things far too easily with melee, with minimal cost. At least It costs ammunition when I use range.

But where's the logic there, a well aimed arrow in the heart could kill pretty much anyone while a creature made of solid rock would shrug off nearly anything you throw at it.

That's different to artery damage, and brain injuries. Sure, a creature of solid rock would be able to withstand most physical damage easily. but that'd make it far too strong, and would be an awful addition to the game. Why are we even talking about a rock creature? the arteries and brain injury aspects are surely nothing to do with it?

At least having damage location allows for different effects to happen, shoot a arrow into someones leg and he won't be able to sprint towards you. But again repeatedly shooting him in the leg shouldn't kill him. That simply is the limitation of a purely hitpoints based system.

I don't believe I said anything about location damage? In fact, I said Bethesda could look into past games, such as Fallout 3, and utilise what they know already.

fight strategically

I can tell you, for sure, that I fight with strategy as is. I sneak past my enemies, find a good vantage point, and let off an arrow. Or I launch an arrow at someone, and have them run to me, without alarming someone else. When someone is difficult to kill, it causes me to do this kind of stuff. I want to face my enemies one at a time, and not all at once. This isn't fake difficulty. I have to think about what is happening, and work out what I'm going to do. on the other hand, my warhammer weilding Nordic Barbarian shouldn't have to think about strategy. the whole point of him is to go charging into battle with no thought of the odds.


Also, I still stand by that you are suggesting things far too different to what Bethesda knows. how would you feel if they decided to scrap Deadra from the lore? Or get rid of the magic system? It makes a TES game not a TES game, just as adding in these unesseccary systems does.
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Cash n Class
 
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Post » Thu Apr 07, 2011 5:44 pm

Since this is ~170 threads long the following has probably already been talked about, so please keep flaming to minimum if it bores:

Enchantment!

Since MW and DW are to long ago to remember I take OB a basis of what should be improved:

Duration of damage should start at "none/instant" on weapon enchantment, not at 1 sec
Multible Enchantments on Armor/Jewelery (of course going weaker. either +20 str OR +10 str & +10 endu)
at very high level with very high level magic stats the ability to make artefact like items
more spells (re-introducing some old spells) for enchanting (and general casting of course)
at a certain point of ability the option to manipulate and/or re-enchant already enchantet items
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Latisha Fry
 
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Post » Thu Apr 07, 2011 11:27 pm

Multible Enchantments on Armor/Jewelery (of course going weaker. either +20 str OR +10 str & +10 endu)

I'd like to put a minus enchantment on an item, similar to some artifacts. For example, if I have an item with 100 enchantment space, and I put on a minus drain attribute spell, I would have, perhaps, -20/100 enchantability. it would let me create great items for certain characters. I could make my warrior strong, but have him lacking intelligence. Or my thief could be incredibly weak, but very agile. it would allow my characters to be more defined in what they do.
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+++CAZZY
 
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Post » Thu Apr 07, 2011 11:17 pm

I want to get to Morrowind, or to travel between the Provinces, when its true what I′ve heared, then it is in Skyrim, it′s a litlle bit too small...
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MISS KEEP UR
 
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Post » Fri Apr 08, 2011 7:17 am

To Damage location - Im in for damage location, but only if:

- Injuries can be healed with healing potions and healing magic at anytime.
- Wounds should affect Endurance instead of a constant loss (as we need to stack potions like a madman to prevent death by blood loss.)
- Weapons should still do damage to basic health, but certain places like a bash to the head or a stab in the heart will do critical damage.
- Weapon type has different effects. Swords = Chance of bleed, Blunt = Chance of Knock down and more.
- Not only npc's but also creatues can be crippled.

Maybe more ideas could fit in here, but we don't need a large complex system to injuries.
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flora
 
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Post » Thu Apr 07, 2011 7:51 pm

when it comes to the map, surely they can include more than one province, if not all, ok some could be released as DLC or it may need one disc, i would love some province rivalry where you could choose the side you fight for, which will then have consequences and rewards.

also some of the other ideas i liked was...

the opposing guilds like an evil mages group and the mages guild etc, where you can only chose one of the two.

the idea about the armor being split into more components and then you can customize your suite, adding and taking bits as you please (or possibly only at your house or a blacksmith) and then this would only take up one slot in your inventory this then links to the different types of damage as different parts would have different resistances, so you can ready your suite for the mission.

i would like co-op, personally i would only play with friends, but then we can finally settle the argument about who is better.

your own village/town etc that you can customize upgrade etc.

again with armor, each type should have tiers to it, so that for a sneaky character you can wear leather with similar armor ratings to glass, don't care what the teirs are called, even if it's 1 2 3 4 etc but they should be visably different not just colour but design as well, so a low teir steel will have dents and rust etc, then the highest steel will be shiny, have engravings and design etc
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Charlotte X
 
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Post » Thu Apr 07, 2011 7:42 pm

when it comes to the map, surely they can include more than one province, if not all, ok some could be released as DLC or it may need one disc, i would love some province rivalry where you could choose the side you fight for, which will then have consequences and rewards.

But what about TESVI? I doubt Bethesda is willing to stop the series just so we can see the other provinces early. Like many, I believe that Bethesda will loop around. We'll likely see High Rock, Hammerfell, Vvardenfell, and Cyrodiil again. But if they get back to them too quickly, it'd ruin them. I don't want to be playing the same game with a bit of shiny 10 years from now. They should get all they can from each province, and not get side tracked into another. And you shouldn't use the in game map to decide if the province would be too small. They change all the time. Just look at past maps. Cyrodiil was supposed to be way bigger than Vvardenfell. Now it's roughly the same size.
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Kelly James
 
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Post » Thu Apr 07, 2011 7:55 pm

Be able to go prone

be able t oslit throats

use grappling hooks to get in upper windows

a climbing skill

be able to use a small rowboat

realistic clothes/water ie if you jump in a lake in steel armour, you sink.

more lively inns with pub games, cards, gambling etc..

an underground boxing club where you fight for money/bet on matches.. Not like the arena.. but in a basemant

vampire hunters guild

be able to buy and name a pet. pet scrib = win.

be able to get instant kill headshot with the bow.

more elaborate unarmed combat moves.. ie chops and kicking, I wanna Bruce Lee my way around Tamriel.

when you buy a beer and drink it, you see you character actually drink it in 3rd person.

aswell as dialogue.. have text dialogue in bars.. make each NPC have a unique story in text format, main quests as speech.

be able to pick up and carry bodies (STEALTH)

Spears, Bows, shurikens, blowpipes, boltguns..

Be able to set up a camp anywhere.

be able to make a fire, but first gather firewood, tinder etc..

hunt and cook animals

more diverse landscape

a hugely dense EPIC jungle.
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STEVI INQUE
 
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Post » Thu Apr 07, 2011 5:54 pm

Holy Crap. You guys are at thread #169? If they ever do make a new Elder Scrolls, I'd like to see more variation in melee combat. Watching my character throwing the same two blows over and over again got old really fast. Oh yeah. Crossbows would be cool too.
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kyle pinchen
 
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Post » Thu Apr 07, 2011 7:21 pm

I don't want a dumb cat that insults the whole fan base.

If Maiq is back, don't call the fan base idiots. It doesn't go down well. He was fine in Morrowind, he spoke about the likes of Dragons and such that just aren't going to be in a TES game often. In Oblivion, he called everyone who likes crossbows an idiot. I'm not even exagurating.

Also, don't try so hard with annoying Bosmers. Fargoth was great because you didn't purposfully try and throw him in our face with humour. He wasn't even supposed to be annoying. I loved that. We loved to hate Fargoth, whereas the Annoying Adoring Fan was just irritating.
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Jonathan Montero
 
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Post » Thu Apr 07, 2011 9:41 pm

But what about TESVI?


i can see what you mean, but it has been five years, and they could go into another land for the newer one outside tamriel etc, but thats for the next years suggestions

also one last idea i forgot about that was good, was that stuff is more expensive/ higher quality in richer cities, and you can get cheaper stuff in lower cities
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James Smart
 
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Post » Fri Apr 08, 2011 6:37 am

I'd like to put a minus enchantment on an item, similar to some artifacts. For example, if I have an item with 100 enchantment space, and I put on a minus drain attribute spell, I would have, perhaps, -20/100 enchantability. it would let me create great items for certain characters. I could make my warrior strong, but have him lacking intelligence. Or my thief could be incredibly weak, but very agile. it would allow my characters to be more defined in what they do.

I love this idea. :)
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Lucie H
 
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Post » Fri Apr 08, 2011 2:54 am

I thinked and I thinked, and I thunk and I thunk. (I know, improper grammar)

And basically, TES IV is lacking in the area of... hmm... well, the NPCs didn't really seem like NPCs. They moved around, they talked, they ate... but all in all they felt like walking menus. They didn't particularly say much... or really do much if you think about it. They were just there, you always knew were to find a person you needed, and the people you didn't need weren't even interesting. Probably because there was nothing to do WITH them. You could do plenty FOR them, but there wasn't much "Can you help me make it through this forest?" or "Let's show Adamus Phillida who's boss!" it was always "Go do this, go do that."

When you do things with NPCs, you tend to connect to their characters more. Think of it like a story book, and you're reading it from third-person perspective; the main character, whenever he/she talks to someone is rather told about how much somebody hates mudcrabs, or is told to run into a cave full of [Insert Threats Here]. Fallout 3 was an excellent improvement in this way, sometimes NPCs would even do things without you, which is the exact sort of feeling you should get when you play a game focused around a character's life in a world. In Fallout 3 characters have personality, quirks, hobbies, secrets, and most of the time after you find out about them you can talk to them about it. But after you do, there's nothing new, which is a problem that would be awfully hard to solve since it seems text-based dialogue has gone down the tubes, and nobody wants to voice out tons of dialogue for every character like: "I was walking in the woods this weekend, and you'll never guess what I saw! A vampire!". It'd be sort-of like rumors, but rumors you could comment on.

However, if special characters were given specific dialogue, and then for regular NPCs there were different responses for each one based on a choice of personality... For instance, in the G.E.C.K. we were given the option of choosing some different voices for Males/Females. What if personality traits were connected to these so that some NPCs would use dialogue to indicate they're all high-and-mighty, some would be chickens, some would be brave, some would be thoughtful, some would be rude, etc. That way, there could be a lot of variation for the voices, and a lot of variation in what people say so that every person doesn't give off the same vibe of being a Nirn Encylopedia.

:shrug:
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Darian Ennels
 
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Post » Fri Apr 08, 2011 8:55 am

i can see what you mean, but it has been five years, and they could go into another land for the newer one outside tamriel etc, but thats for the next years suggestions

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.
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Emma Pennington
 
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Post » Fri Apr 08, 2011 5:23 am

the opposing guilds like an evil mages group and the mages guild etc, where you can only chose one of the two.


don't you mean a GOOD mages guild and the mages guild? killing off legal practitioners of a Magic that your own society trained them in is kinda dark.It'd be like if your school said to it's graduates who work as physicists, "You can't do math anymore, or else we will hunt you down and kill you"

But I agree with the opposing guilds.
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lexy
 
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Post » Thu Apr 07, 2011 10:03 pm

I'd love to see the return of a vampires guild or coven. Also, the ability to become a werewolf, lich, or any other abomination would be excellent. Even if they have no factional ties., just the ability to become a creature of the night adds load of replayability.
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SaVino GοΜ
 
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Post » Fri Apr 08, 2011 12:58 am

What I'd like to see is a more static levelling system. But, to stop me getting god like too early, there should be more defined areas. A level 1-10 area, a level 11-20 area, a level 21-30 area, a level 31-40 area, etc, etc. It lets my character aways be challenged, but lets me go back somewhere and feel my progress. Also, I should eventually get the god like feeling. But only around the stupidly high levels (60-70). This is pretty much Morrowind's system, but more defined, and suitable for higher levels also. It would need a larger map, so my level 1 doesn't accidentaly wander into level 50 territory. It also gives great purpose to paying for fast travel.

I'd like to see scaled wildlife. If I see a low level wolf, it would be around 70% scale. If, on the other hand, I saw a high level wolf that'd rip my low levels heads off, it'd be 2x scale. It makes the enemies seem more frightening to be larger, and would give the right feel to the game.


This is not World of Warcraft...
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Elena Alina
 
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Post » Fri Apr 08, 2011 3:13 am

I'd like to put a minus enchantment on an item, similar to some artifacts. For example, if I have an item with 100 enchantment space, and I put on a minus drain attribute spell, I would have, perhaps, -20/100 enchantability. it would let me create great items for certain characters. I could make my warrior strong, but have him lacking intelligence. Or my thief could be incredibly weak, but very agile. it would allow my characters to be more defined in what they do.


Also, it'd cool if maybe whether it was day or night/light or shadowy environment would also have an effect enchantments, kind of like the "in dark"/"in light" perks in Daggerfall. Such that, say when you enchant a piece of armor to work in the light/day it's effect would be stronger than a regular enchantment's while the character is in light/day, but in the night/shadow it'd either be extremely weak or not even functional.

[EDIT]: Oh, and I'm getting this error that doesn't seem to let me post while using firefox.

[#103139] You do not have permission to view this forum.

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Russell Davies
 
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