TES V Ideas and Suggestions #170

Post » Fri May 13, 2011 6:48 am

I would like to see the dwemer return. the lore isn't clear on their demise. they could have transended or they could have been erradicated
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BethanyRhain
 
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Post » Fri May 13, 2011 8:23 pm

The Next Elder Scrolls need Ma'iq the Liar. I love that guy.
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Astargoth Rockin' Design
 
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Post » Fri May 13, 2011 8:01 am

The Elder Scrolls of M'aiq! for the player to translate by finding moth priests.
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Sista Sila
 
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Post » Fri May 13, 2011 12:57 pm

I would like to see the dwemer return. the lore isn't clear on their demise. they could have transcended or they could have been eradicated

I have to disagree. The dwemer are dead, let them stay that way. And IIRC, didn't they die during the Battle of Read Mountain?
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Jade
 
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Post » Fri May 13, 2011 8:03 pm

TESV: Total War

In first person:


Start in Skyriim. Nords and Imperials having diplomacy problems. Trade issues, whatever. For whatever reason, the Imperials INVADE. Try to save the Nords, by convincing the other races to fight for the Nords. *Huge* battles (20v20 should do it.) Organized battle, CHARGE!!!

:)
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dell
 
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Post » Fri May 13, 2011 5:53 am

I have to disagree. The dwemer are dead, let them stay that way. And IIRC, didn't they die during the Battle of Read Mountain?


not according to the http://www.uesp.net/wiki/Lore:Dwemer.
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Bereket Fekadu
 
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Post » Fri May 13, 2011 5:23 am

I have to disagree. The dwemer are dead, let them stay that way. And IIRC, didn't they die during the Battle of Read Mountain?

They vanished.

Edit: Expect for one.
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Kahli St Dennis
 
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Post » Fri May 13, 2011 11:44 am

not according to the http://www.uesp.net/wiki/Lore:Dwemer.

I don't trust the wiki, it can be edited by anyone. Once the Imperial Library's update is finished I'll check it.

But either way, I feel they should stay dead...Or MIA...
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Naazhe Perezz
 
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Post » Fri May 13, 2011 9:51 am

It would be fun if they put in an elaborate means of custom designing your house. There could be a handful of locations across the gameworld that you could purchase then pay to upgrade different add ons, extra rooms, second story, architectural style, etc. Maybe have the option of choosing from a wide assortment of building designs. If you want to build a demonic lair with a blood fountain streaming down the entrance and daedra sculptures on the front lawn, make a tall wizard tower, giant castle, small shack, whatever, Being able to custom design a house to fit your character would be great. I like the idea of being able to build out in the surrounding of the home, maybe be able to add sculptures, vegetation, fences, small moat surrounding the home, Basically have so many square feet that you can customize and spend money on as much as you want. A good comparison could be Halo 3's forge or Darkcloud's city building.

edit - there could be unique architectural plans that might be rewards or hidden in dungeons that could be fun to hunt down too. And they might relate to the location they're found. Example, lawn full of Daedra monster sculptures architecture plan would be found in a Daedric dungeon.
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Adam
 
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Post » Fri May 13, 2011 9:38 am

not according to the http://www.uesp.net/wiki/Lore:Dwemer.

I don't trust the wiki, it can be edited by anyone. Once the Imperial Library's update is finished I'll check it.

But either way, I feel they should stay dead...Or MIA...

It's all unofficial theories based on in-game premises, but one of the most commonly accepted ones is that they died becoming the golden skin of their Brass God stompyrobot.
And I too stylistically disagree with the Dwemer making a return; they've been featured prominently in two titles and an expansion now. They're overdone, like dried-out turkey meat. And nobody likes dry turkey.
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Assumptah George
 
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Post » Fri May 13, 2011 12:38 pm

what I'd actually like is if TES could steb back a little.
I mean, come on, you messed with GODS now for way too long and your char usually turned out to become a god too after some levels.
What I'd really like is TES V: Valenwood
you would pretty much start as some kind of research group member(according to the char you created, with a differing job) and then the group gets eradicated by some really hostile wood elves.
You'd now start an adventure in the Forests with many creatures but not so many hostile npcs(about the amount of hostiles, morrowind had) but the main Issue would be Intrigues.
I really loved the Tribunal MQ for some matter. (besides being able to kill a god on your own afterwards) You really felt like you were on your own, some small tool, being abused by some powerful people, who'd rather see you dead, but they'd never ever take a clear step against you.
So, what I'd like to have is less "I take on 30 guys at once with ease" or "wooh, I just killed a GOD!"
so, in concrete, what should be added:
-some faction, chopping wood at the outer borders of valenwood
-some mines, run by imperials and some run by criminals, deep in the forests
-some (hostile) faction of highly spiritual wood elves, which feel like it'd be better if all the outlanders should go forever
-A NEW RELIGION (without a god to kill for you)
-obv. some smugglers in the outer borders, esp. to the south and to cyrodiil
-(some)hostile daedra cultists
-big creatures, some of which are hostile and some small, extremely fast and strong buggers, roaming the very heart of the forests
-more diverse water creatures
-towns and villages, being built as platforms on top of the trees(mind your steps...^^)
-obv. some ancient temples, being researched by some explorers

The MQ would pretty much consist of the wood elves starting to chop off each others heads, while you have difficulcies to find out whom to really trust in this madness.
The main reason for the elves acting this way would obv. be a heavy dispute about the mining and wood chopping, going on.
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Katie Samuel
 
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Post » Fri May 13, 2011 12:05 pm

The MQ would pretty much consist of the wood elves starting to chop off each others heads, while you have difficulcies to find out whom to really trust in this madness.
The main reason for the elves acting this way would obv. be a heavy dispute about the mining and wood chopping, going on.

^ It's a good setup but it'd never happen.:) It's too similar to real life politics and intrigues. I mean politics and intrigues, along with grayness of your choices and NPCs' opinions would be great, but they're only an add-on to MQ/world setting not a MQ itself.

To sum up: TES MQ/world setting = EPIC PLOT + HERO/INE(champion of the gods) + some background(^politics,intrigues etc.) + optional becoming a god.
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Kelvin Diaz
 
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Post » Fri May 13, 2011 9:33 am

I would like Skooma pipes to be back.
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Chris Jones
 
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Post » Fri May 13, 2011 2:55 pm

I do hope TES5 has no purple horses with no reins.
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roxxii lenaghan
 
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Post » Fri May 13, 2011 1:06 pm

I saw a few posts back, someone said they didn't like a suggestion, partly because it ddefied current lore. While I don't like that suggestion myself, most lore is found through books and NPC's. Not everything is the truth, people can easily lie.

The Next Elder Scrolls need Ma'iq the Liar. I love that guy.

As long as he doesn't blatantly insult the fanbase, I'm happy with him. Please, just make him comment on the clichés TES has avoided.

I have to disagree. The dwemer are dead, let them stay that way. And IIRC, didn't they die during the Battle of Read Mountain?

No way should the Dwemer race return, except perhaps a cameo of Yagrum, but I'm pretty sure that Dwemer Ruins where all over Tamriel.
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Penny Courture
 
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Post » Fri May 13, 2011 2:00 pm

What I think would be sweet is another Elsweyr/Valenwood conflict
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Allison C
 
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Post » Fri May 13, 2011 7:08 pm

-- More drugs! Skooma is fine, but use it with a Skooma Pipe? Then you get stronger effects!
Moon Sugar.... I need that daily fix o' Moon Sugary goodness....

-- Culture-fitting creatures. Morrowind had the likes of Cliff Racers and Alit, and although I'd probably shun them off for being 'Odd', the unique, excellent atmosphere of Morrowind iteself made the creatures blend in and fit perfectly. If they could do it so well with Morrowind, then there's no reason why they can't take out some of those damn generic monsters and replace them with newer, unique creatures for the TES 5 world. If it's in Skyrim, then can anyone say 'Heavily Coated in Fur?' *ahem!* Wampas from Hoth in Star Wars.. *ahem!*

-- New Spell Effects that I'd like to see:
'Wisp': This sends a ball of radiant light ahead of you that moves at a moderate pace in a single straight line until it hits an obstacle. When it reaches an obstacle, it turns in a random direction, and continues moving again. Stronger effects make the wisp last longer, and shine brighter in the direction it is moving giving it a flashlight-like function.
'Levitate': Simple enough, this would be the same as in Morrowind.
'Mark And Recall': As above, this is like in Morrowind.
'Wind Magic': At its simplest, Wind spells simply knock an enemy back to the ground on touch. But with its ranged counter-parts however, it also cuts into the enemy as it knocks them back. Plus it'd be awesome to watch over and over xD
'Push / Pull Humanoid': There are two Spells in one for this effect; if you make the Spell as an 'On-Touch' spell, then it pushes the victim away several metres. If it's an 'On-Target' spell however, it pulls the victim towards you, landing face down by your feet. The stronger the spell effect, the further you can push enemies, and also the heavier the enemies you can actually use it on, since obviously a weak version wouldn't work on something like an Ogre.

--Unmarked Factions. Just like how Oblivion has Unmarked Quests, I'd like to see mini-factions that have a name, but no Ranks or means of advancing. Not even any quests! They don't appear in your Factions list, but instead offer various benefits when interacted with. For example, there could be a crime ring that meets up every Sturday at Midnight, and by attending the meeting, you gain a decent amount of money. The Deadric Cults scattered across the land could also be Unmarked Factions, whereby joining will allow you to buy Deadric Spells and Alchemy Ingredients from their Leader.
And so this brings me to my next point...

-- Deadric & Divine Magic. Both the Deadra and the 9 Divines should have their own Class of Magic. Deadic Magic, we've already had minor experiences with in Oblivion; Martin being a former Deadra Cultist; learning some basic rules of Deadric Magic; The Mythic Dawn Armour, heck even learning how to join thw Mythic Dawn! With these, along with us evil players' visits to Deadric Cults, there is NO reason not to feature at least some basic Deadric Magic. Also, you should gain access to certain high-level Deadric Items and Spells by completing certain numbers of Deadric Shrine Quests, and by doing certain Side-Quests which involve Deadra. Maybe they could even slip in a high-powered 'Summon Oblivion Passage On Self' Spell, for those who complete all the Shrines :P

As for Divine Magic? Well it runs on the same concept. You have basic Holy Magic, and by praying at Wayshrines, you not only reap the usual benefits, you also gain access to high-power spells by praying at certain numbers of them.
*Ahem!* 'Summon Divine Wrath On Target' *Ahem!*
But if this is set in Skyrim then they don't have the Divines so.... ignore the Divine Magic :P

-- Lock Containers. With all the Thieves runnin' around Cyrodile in Oblivion, I think we can only expect more Criminals in TES 5, and with stronger AI too. With this, an Adventurer is never safe, which is why you need to Lock your Sh**! Also, since NPCs have their own Stats, some would be able to actually pick your Lock, so Very Hard is essential!
Maybe they could even include a Spell which makes the Container/Door unpickable without a Key :P

-- Travelling Enchanters. One thing I always found unfair, was how only people with access to the Mage's Guild could Enchant objects. What if a Warrior wanted to add Elemental Damage to their Sword Of 'Epic Mass Destruction'? They can't. That's why I think you should be able to meet Enchanters in Shops, and even out on the roads who will happily Enchant your objects..................... for an increased price.
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REVLUTIN
 
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Post » Fri May 13, 2011 5:07 am

Like many other people, I wouldn't mind seeing multiplayer, but if they were going to go in that direction I actually would like to see an MMORP. Not right now - after they've made games for each land in Tamriel. Some people don't like the idea of an Elder Scrolls where you're not the main character, but others (like myself) enjoy role playing just as much playing a minor role. Being able to choose your race and homeland like in Daggerfall and then starting out there, and getting to explore all of Tamriel ... that would be very cool. If it were an MMORPG Bethesda might be able to justify putting in the kind of effort it would take to properly pull this off, and I think it would be pretty fun playing alongside other adventurers and citizens of Tamriel who weren't NPC's.
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Budgie
 
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Post » Fri May 13, 2011 6:49 am

I'd also like to see guilds become something you could devote more time into. When you finish the fighters guild in Oblivion it offers you loot or gold every so many in game days based on your decision to recruit more members, etc. I'd like to see a perpetuating series of quest objectives, after you finish the main guild questline, that reward you with things that make you feel like you're building up that guild in a real way. Examples could be quests that involve rescuing new members that can only join after being freed from a dungeon. Or unlocking new weapons in the armory for members to use. Even simple perks like being able to choose a unique symbol that would be placed over shields and other related things in the guild.
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Alisia Lisha
 
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Post » Fri May 13, 2011 5:28 pm

Like many other people, I wouldn't mind seeing multiplayer, but if they were going to go in that direction I actually would like to see an MMORP. Not right now - after they've made games for each land in Tamriel. Some people don't like the idea of an Elder Scrolls where you're not the main character, but others (like myself) enjoy role playing just as much playing a minor role. Being able to choose your race and homeland like in Daggerfall and then starting out there, and getting to explore all of Tamriel ... that would be very cool. If it were an MMORPG Bethesda might be able to justify putting in the kind of effort it would take to properly pull this off, and I think it would be pretty fun playing alongside other adventurers and citizens of Tamriel who weren't NPC's.

Now that I think of it, it might be cool, to be able to get together with a few friends, and do the whole game, every aspect of it, together. Because doing it alone I always become the listner, the master of the fighters guild, archmage, grey fox etc all at the same time. is that honestly realistic? I think it'd be nice to be able to cooperate with people so that you don't single-handedly have full sway over the universe. ya know? so that other people's actions can affect what happens, and maybe even a little competition to be vying for the same position in a guild!

I'd also like to see guilds become something you could devote more time into. When you finish the fighters guild in Oblivion it offers you loot or gold every so many in game days based on your decision to recruit more members, etc. I'd like to see a perpetuating series of quest objectives, after you finish the main guild questline, that reward you with things that make you feel like you're building up that guild in a real way. Examples could be quests that involve rescuing new members that can only join after being freed from a dungeon. Or unlocking new weapons in the armory for members to use. Even simple perks like being able to choose a unique symbol that would be placed over shields and other related things in the guild.



I second this motion!
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Eliza Potter
 
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Post » Fri May 13, 2011 5:18 am

Let me own a ship, and let me decide whether it should be a pirate ship or a merchant ship.

But I'd like to see you be able to do more with guilds after you become the leader. Especially the Mages guild, they are supposed to be studying magic and having meetings, so why can't you outlaw a certain school of magic? Or decide to send more members to investigate Aylied or Dwemer ruins, with corresponding benefits. Instead its mostly been "Here is a special chest that'll refill with gold or double alchemy ingredients."
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TASTY TRACY
 
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Post » Fri May 13, 2011 1:32 pm

Make than future game based upton the human fighting the Hightland Elf before the first human Empire.
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GPMG
 
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Post » Fri May 13, 2011 10:25 am

Make than future game based upton the human fighting the Hightland Elf before the first human Empire.

I'm sure someone else would blast at this idea, but I always liked the thought of actually being in the Ayleid empire and interacting with them. I didn't give a damn about Ayleids most of the time, but after playing KotN and reading all the ingame literature that came with it, I developed a keen curiosity towards Ayleids in general and so yeah, this sounds pretty cool. Would be even cooler if it was more free-form quest-wise than previous games and gave you more choices, seeing how extreme and monstrous Pelinal was. Maybe the game would make more sense if the opening of each game and intro depending upon your race.
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Invasion's
 
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Post » Fri May 13, 2011 5:50 am

">Dragon Age 2 thrusts players into the role of Hawke, a penniless refugee who rises to power to become the single most important character in the world of Dragon Age. Known to be a survivor of the Blight and the Champion of Kirkwall, the legend around Hawke’s rise to power is shrouded in myth and rumor. Featuring an all-new story spanning 10 years, players will help tell that tale by making tough moral choices, gathering the deadliest of allies, amassing fame and fortune, and sealing their place in history. The way you play will write the story of how the world is changed forever."

Please, Bethesda do not follow this. I would hate and certainly not buy the game if you forced upon us the arbitrary decision to have one and only one possible character to play. That would ruin what you do so well. Also, no voice acting please. Thank you.
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CRuzIta LUVz grlz
 
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Post » Fri May 13, 2011 6:01 pm

In TESV should they bring back the "Wait for your armour to repair." or continue with the INSTA-repair the MW and OB had?

With the exception of your PC having hammers and tong so you wouldn't have to wait.

Increased damage on the item should increase the time you have to wait, but not a lot. A longsword with 60% hp damaged would time 5-7 hours in-game.

If you don't have the gold to repair an Elven axe you could tell the smith that you would rather wait a day or two for a reduced price.

I play Arena and Daggerfall alot and this could give you a good way to break up quest and what not, leaving you to explore for new quest.

CHEERS! :foodndrink:
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Minako
 
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