TES V Ideas and Suggestions #170

Post » Fri May 13, 2011 12:44 pm

Please, enlighten me. In what TES game has it EVER taken you 5 seconds to swing a sword? Discluding Oblivion's Power Attacks, for obvious reasons.

What is the fasination people have about turning TES into an action series?

I dont want it to turn into an action series, I just want it to seem like im actually doing some damage to the other guy. Yes, five seconds is an exaggeration, but to me it just felt like the sword was swinging through syrup or something. The last thing I want is for TES to become an action series, I just want it to feel more like a real sword fight.

Edit: Apparently my memory of Oblivion is not as accurate as I thought. The speed of the swings is indeed fine, but what I dont like about it is you never really seem to make contact. The only way you know if you've hit the other guy is when you hear him grunt and his health goes down. I just want it to seem like I make contact with what im swinging at.

I think "faster pace" in that there shouldn't be leveled enemies have so much health that they are impossible to kill, unless you have uber weapons. Oblivion became a game of "enchant everything then find enough varla stones and soul gems to charge them"

I'd like combat to be over quicker. Slash, parry, thrust, dead. Obviously if you have two heavily armored opponents of the same skill, the battle may run longer. But no more shooting 20 arrows into someone before they die. Unless 15 of those arrows do no damage, either because they miss or fail to penetrate the armor, ie, aren't sticking out of who you were shooting.

Also this is more what I was aiming for when I said faster pace.
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Louise Dennis
 
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Post » Fri May 13, 2011 6:11 pm

Blood spatter More of it. Maybe make the the chartacters arm slow, and make a louder squish/clang noise.
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Matt Fletcher
 
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Post » Fri May 13, 2011 5:28 pm

The only way you know if you've hit the other guy is when you hear him grunt and his health goes down.

Well, in Oblivion, you've swung you sword, hence, you've hit him. <_<

Morrowind's clunk sound made a good impression on my hits, and was actually a very satisfying sound when it wasn't made on me. That should come back. Among other things...
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Astargoth Rockin' Design
 
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Post » Fri May 13, 2011 8:30 pm

Well, in Oblivion, you've swung you sword, hence, you've hit him. <_<

Morrowind's clunk sound made a good impression on my hits, and was actually a very satisfying sound when it wasn't made on me. That should come back. Among other things...

Sounds are good too, but I'd like to see a little bit more of a reaction from what is getting hit. Like if I hit a guy's arm some blood comes out and his arm gets pushed back by the force of being hit.
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Sara Johanna Scenariste
 
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Post » Fri May 13, 2011 12:11 pm


Edit: Apparently my memory of Oblivion is not as accurate as I thought. The speed of the swings is indeed fine, but what I dont like about it is you never really seem to make contact. The only way you know if you've hit the other guy is when you hear him grunt and his health goes down. I just want it to seem like I make contact with what im swinging at.



Hit reactions are something Todd Howard has said that he specifically wants to improve. So don’t threat, I’m pretty sure we'll be seeing more visceral combat in the next game. My only worry is that it will remove too much of the RPG and be based on player skill. Although in the same interview Todd also said he does not want to reward player skill, only character skill, but its a fine line to tread.

EDIT: Typos
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Phoenix Draven
 
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Post » Fri May 13, 2011 7:03 pm

I want inns to be necessary... so eating and sleeping are necessary too. My only challenge with this would be if I was in the middle of a really important dungeon crawl and I had no food and no place to sleep. I just always felt like the inns were kinda useless and would like a reason to go in and rent a bed.


I agree with this 100%. I've played and re-played Oblivion at least a hundred times and not once did I ever rent a bed. Either, I had free ones in whatever Faction I was in or I had a camp discovered on the map already, so I'd fast travel there.

I think, if you sleep in an inn, you get some sort of active effect. Maybe you get a personality boost, or all of your minor attributes increase. I figure the minor ones, because if you raise your major, what would stop you from continuously going to sleep in an inn.That way, you actually get something worth paying 10 gold for. (Even though with a level 26 character, 10 gold is nothing but dust fragments xP.)
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TASTY TRACY
 
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Post » Fri May 13, 2011 9:22 am

I'd like to see a change in my enemy detection when I sleep. If I sleep with an enemy nearby, instead of getting my usual sixth sense telling me there's an enemy nearby, I would have a percentage, depending on where the enemy is, (100% if the enemy is right next to me) of being disturbed ala Morrowind by that creature. Too many times I've not been able to rest because there's a rat stuck behind a rock and I can't find it. This would allow me to sleep when an enemy isn't near enough to bother me, and would allow enemies stuck in places come straight to me. It would also make it harder to tell if an enemy is near. I've hated that in every TES I've played.
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Darian Ennels
 
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Post » Fri May 13, 2011 9:40 am

I'd like to see a change in my enemy detection when I sleep. If I sleep with an enemy nearby, instead of getting my usual sixth sense telling me there's an enemy nearby, I would have a percentage, depending on where the enemy is, (100% if the enemy is right next to me) of being disturbed ala Morrowind by that creature. Too many times I've not been able to rest because there's a rat stuck behind a rock and I can't find it. This would allow me to sleep when an enemy isn't near enough to bother me, and would allow enemies stuck in places come straight to me. It would also make it harder to tell if an enemy is near. I've hated that in every TES I've played.


This is a good idea, it's annoying having to go look for the little bugger, in order to get some sleep. I would rather just sleep and have him attack me.
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Elle H
 
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Post » Fri May 13, 2011 4:51 am

Well, TESV should have the following things, I missed in oblivion ...

-> housing (be able to drag decoration around in your house)
-> crafting (for weapons, armor, interior (maybe)
-> sailing around with ships
-> more creature models. I found it somehow weak how few creatures exist in a place like tamriel.
-> possibility to switch of the direction marker. That'd include of course enough hints in dialogs, documents and such... the markings for "discovered spots" like "let me mark it on your map" can stay ...


so much for now...
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Andrea P
 
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Post » Fri May 13, 2011 4:49 am

I agree with this 100%. I've played and re-played Oblivion at least a hundred times and not once did I ever rent a bed. Either, I had free ones in whatever Faction I was in or I had a camp discovered on the map already, so I'd fast travel there.

I think, if you sleep in an inn, you get some sort of active effect. Maybe you get a personality boost, or all of your minor attributes increase. I figure the minor ones, because if you raise your major, what would stop you from continuously going to sleep in an inn.That way, you actually get something worth paying 10 gold for. (Even though with a level 26 character, 10 gold is nothing but dust fragments xP.)


It can be too easy to annoy the player with incentives to use an inn instead of camping. If you force the player to use them they will resent the game for it, taking away their freedom to play it how they like. If you give them benefits, like buffs, they will go out of their way to sleep in an inn simply for the buff.

The best way to encourage sleeping in proper beds, in my opinion, would be to decrease the effectiveness of sleeping in the wild. Maybe a way to do this is to make the character have to sleep longer if they camp out, or make it very common for them to be disturbed by wild animals. I could imgine that if it is poorly balanced, and the player is getting interupted every two hours of sleep in the wild, then that will annoy the player. It needs to be at a level where camping out is perfectly valid, but if the player is within close to an inn they would simply prefer to go there. Not interupting the players idea of how they want to play, but giving a slight, but real benefit to a proper bed.
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Ridhwan Hemsome
 
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Post » Fri May 13, 2011 11:09 am

It can be too easy to annoy the player with incentives to use an inn instead of camping. If you force the player to use them they will resent the game for it, taking away their freedom to play it how they like. If you give them benefits, like buffs, they will go out of their way to sleep in an inn simply for the buff.

I'd say there are two main reasons we don't really need them. One, the world map just isn't big enough. You're never very far from a bed, any bed, especially as you become more skilled at traveling in Morrowind and even more especially with Oblivion's fast travel. "Oh good, a wilderness inn, this will keep me from having to wait another 30 seconds to use the bed at my destination!"

Second, sleep isn't very necessary. I used in frequently in Morrowind at low levels in order to regenerate, but as my ability to be better supplied increased it became less and less necessary. Oblivion's mana regeneration removed that step entirely. In both cases, for most of the time you only need to sleep to gain levels, and I'd prefer we not do that anyway, making it even less necessary. Plus, as you said, wilderness-sleeping is equally effective, while being removed in Oblivion was simply annoying and made you fast travel to a spot you owned, instead of needing any inns. If the world is large enough that the city isn't always over the next hill and sleeping is something you can actually suffer for not doing, those roadside inns will be a relieving sight.

On the subject of sleep, something I've said before but will repeat while it's relevant, I'd like some degree of recovery to being attacked while sleeping. Currently there is absolutely no danger to these attacks; you're standing, ready, and fully armed/armored. Does every hero sleep standing up, in their armor and carrying all their bags, in a trance-like state they can instantly snap out of? Oh no, I've been targeted by assassins, I'd better prepare for the exact same threat posed by every other living thing. I'd like to see a scale between fully prepared and completely off guard. Where along the line you wake up could depend on certain player skills and attributes regarding their "awareness", weighed against the stealth skills, whether they use them, and general noisemaking of the enemy. A shouting marauder in clanky armor will give you plenty of warning, but a quiet Dark Brotherhood assassin could be an actual threat for once. That actual danger would also be an incentive to use inns and make you have to consider where and how you sleep.
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Aaron Clark
 
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Post » Fri May 13, 2011 5:02 pm

Personally I think the hunting is a great idea but I don't know how it is going to work unless Bethesda I traduce a shop system so every tesv user can have max 1 or 2 shops each of which they can decide type of shop they want it to be e.g alchemy weapon or hunting ect so then they could sell the items over a period of time and it would be fun to customise your shop and hire workers and stuff like that. This could also lead to some quests eg a perso. Walks into your shop asking for you to require a certain item or to say were rare items are. You could also with the shop system introduce marketing schemes for your shop to make it more realistic. In tesv maybe make some more creature and monsters because there isn't a wide enough selection some people may disagree but i think it does need more such as dragons this may seem a bit obvious but makes the game more exciting this could also be a new skill -dragon slayer- o ce you level up in this skill you can go on to find harder dragons to slay and get rewards for it. Also need more armour as there is only a select few and a select amount of styles maybe make a system where you can design your own armour. More towns oblivion has a few major towns and some small 3 house villages dotted around but this isn't enough MAKE MORE TOWNS AND CITIESbecause more towns mean more shops more shops means more items. Also withtowns and cities there could be rivalries so when you by a house in a town you have the option to fight against the rival towns and cities and steal there treasure and bring it back to your town or city to get paid this leads me on to another subject of jobs who has ever played fable 2 it has a few jobs you can do it makes the game seem more life like (you work earn money, buy a house, work ,treasure hunting and exploring, work again buy a new sword, go hunting, do some quests ect) and relates to the gamer but there should be lots of different jobs eg work in shop, pub, wood cutter, hunter even a builder it just makes the game seem more realistic and last but not least sort out the glitches like duplication and permanent enchant mention they make the game to easy and ruin it. Thanks for reading and when is test coming out anyway
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Rhi Edwards
 
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Post » Fri May 13, 2011 7:25 am

I'd like to see mer names in chargen. I want to play a Dunmer, not a "Dark Elf". What am I? A westerner? It's a simple change that I believe will go far.

Also, with the "%PCRace" dialogue entry (Thats morrowind's method for stating your race, not sure about Oblivion), I would like for it to have multiple outcomes. If I'm speaking to a man, it should use "Dark Elf, High Elf or Wood Elf", whereas if I'm talking to a mer/beast, I would get the name "Dunmer, Altmer or Bosmer". When talking to anyone, I feel Orcs should be called Orcs by everyone. Mer races tend to feel superior to most "inferior" races. Orcs are one of them. Also, the other races use the term Orc, also. Perhaps an Orc would use the term Orismer, but I don't see why an Orc would need to label you as an Orc. :shrug:

And hunting can be made feasible by increasing hide/meat prices on huntable creatures. It would all depend on the creature, of course. A mudcrab - easy to find and kill - would give cheap meat, whereas a deer like animal would give expensive hides/meat, because it's hard to catch. Or a bear like creature would give me expensive meat/hides, because it's hard to kill. I want my characters to be able to survive out in the wild.

Also, if I could use the bones and hides to make weapons/armour, I would be able to either sell some awesome items, or use a new weapon. Both of which are great outcomes from hunting.
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JESSE
 
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Post » Fri May 13, 2011 8:49 am

I know this won't happen but I wish they would use the id tech 5 engine.
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kristy dunn
 
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Post » Fri May 13, 2011 6:09 am

I know this won't happen but I wish they would use the id tech 5 engine.


O-M-Freaking-G!!

...I was just thinking the same thing and was looking for a place to post it!


If the modding community could survive the switch intact I'd be all for it.
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Kristian Perez
 
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Post » Fri May 13, 2011 9:19 am

I know this won't happen but I wish they would use the id tech 5 engine.

Rather than id tech 5 engine, the tech from id tech 5 engine, the MEGATEXTURE. Oblivion's lod looks very ugly. I wish they develop or implement megatexture like technology.
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Nancy RIP
 
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Post » Fri May 13, 2011 7:52 pm

I want one of my characters to be an NPC somewhere in the world. Will post undeniable justification if 5 users show interest.
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Scott Clemmons
 
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Post » Fri May 13, 2011 2:23 pm

I want one of my characters to be an NPC somewhere in the world. Will post undeniable justification if 5 users show interest.

What? :huh:
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Matthew Aaron Evans
 
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Post » Fri May 13, 2011 11:04 am

Huntings not important. Seems like alot of work for someting that wont be used much.
-There should be more random adentures roamin around, like that orc you meet in that fort, but not all should be friendly, and some should be powerful, like equal-to-you powerful and drop properly good loot. if you can beat them.

-Make all skills and attributes useable, or get rrid of them. Personality andspecchcraft were utterly useless in oblivion. One charm spell one charm spell completed bothe of their entire, already limited function. My soloution:
remove the charm spell, or at least make time pass when talking/bartering with someone.
Application of personality: if your personality is high, you can get bandits and npc's to yield
Application of speechcraft/charm: you can persuade any person you meet in a fort or dungeon to temporarily "join your cause" and he'll help you kill his mates. (perhaps he might want something in return, gold, loot etc but this will be smaller based on yor personality)

ill leave it at that for now.
What you think?
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barbara belmonte
 
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Post » Fri May 13, 2011 7:49 pm

Huntings not important.

:stare:

Do you have any idea how many of Bethesda's fans, from the long time Arena fans to the new Oblivion fans, to the mainstream gamers who want to ruin many aspects want to have the ability to hunt well in TESV? At least 90%, imo. And I beg to differ, if hunting is improved upon, it WILL be used. If I can make it worth my while, I'd do it all the time. And, it doesn't take much to implement. A simple repricing of items takes hardly any time.
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Jessica Thomson
 
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Post » Fri May 13, 2011 8:54 am

:stare:

Do you have any idea how many of Bethesda's fans, from the long time Arena fans to the new Oblivion fans, to the mainstream gamers who want to ruin many aspects want to have the ability to hunt well in TESV? At least 90%, imo. And I beg to differ, if hunting is improved upon, it WILL be used. If I can make it worth my while, I'd do it all the time. And, it doesn't take much to implement. A simple repricing of items takes hardly any time.


I have to agree to this. A rpg is about the player to make his own choices wich is made to shape his own story, and it is not always the players will to play as a monster-slaying dungeon-dwelling hero.
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Angus Poole
 
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Post » Fri May 13, 2011 4:50 am

I have to agree to this. A rpg is about the player to make his own choices wich is made to shape his own story, and it is not always the players will to play as a monster-slaying dungeon-dwelling hero.

Yes, and in this grain I hope that not only do Beth implement some sort of hunting system, but that the mechanics are intricate and effective, and that one can get hours and hours of original gameplay from hunting alone. Look at Red Dead Redemption, for example. The hunting in that game is pretty interesting and it adds to the game's atmosphere. Sure they have regular animals like cougars, bears, and deer. But they also have all kinds of animals that add to the atmosphere of the world, such as skunks and raccoons which scavenge around twilight, snakes which may strike if the player isn't paying attention to the ground around him, and many different types of birds. Each animal has a unique cry/call sound as well, which again helps add to the atmosphere. I do love MW and OB's soundtracks and they really draw me in to the game when I'm roaming, but I'd love to hear the occasional hawk cry, wolf howl, or even better, some more unique/exotic cries. This would really allow Beth's creative team to shine, because they could bring back the more original creatures they've created and give them more authentic identities by simply providing them with day/night cycles, basic predatory instincts, and some sort of associated sound.

Create around 100 unique hunt-able creature types, or even more ideally. This could include 10-15 species of bird, small game, large game, rare/exotic/legendary beasts, sea creatures, livestock, domesticated animals, etc. The player should be able to work for or even operate some sort of hunting lodge/shop/guild, by taking contracts to kill certain animal types and collect their hides/tusks/feathers. These materials could be sold via the hunting lodge, or used by a skilled hunter/craftsman to create unique materials. If the player becomes a master hunter (there would be certain criteria to determine this, such as selling x value of materials to the lodge, completing y contracts for the lodge, killing every type of creature in the game, etc.) then he/she could use raw materials collected from animals to create special armors, weapons, etc.

Hunting could be a great way to work on some skills (archery, alchemy, stealth, etc.) as well as bring in some money and, for those truly dedicated individuals, access some rare/valuable unique items. Not to mention make a name for yourself in the game's world. I'm sure you could find a few NPCs who need the skills of a master hunter, and will not give you a quest until you are one.
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Sarah Evason
 
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Post » Fri May 13, 2011 9:12 am

Create around 100 unique hunt-able creature types, or even more ideally. This could include 10-15 species of bird, small game, large game, rare/exotic/legendary beasts, sea creatures, livestock, domesticated animals, etc. The player should be able to work for or even operate some sort of hunting lodge/shop/guild, by taking contracts to kill certain animal types and collect their hides/tusks/feathers. These materials could be sold via the hunting lodge, or used by a skilled hunter/craftsman to create unique materials. If the player becomes a master hunter (there would be certain criteria to determine this, such as selling x value of materials to the lodge, completing y contracts for the lodge, killing every type of creature in the game, etc.) then he/she could use raw materials collected from animals to create special armors, weapons, etc.


I'd love to see this but thats a lot of modelling which would take a lot of time to make, texture, and model.
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hannaH
 
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Post » Fri May 13, 2011 3:14 pm

i think having a family and looking after them would be nice. you could get married with any girl/boy in the game thats your race and un married. having your kids as followers, having to feed them, being able to turn them into vampires and werewolfs, going hunting with them when they get older. your kids would always be ten year younger that you. also i want NPCs to notice that you have kids with you and will say what nice kids you have or something like that. you get to name them and chose what they look like. Because there were no kids in Oblivion.



I would have an argonean wife and kids because im always an argonean and in the begining of the game you chose if you have a family. In Oblivion you didn't have a dad, mum, brother,sister, nefu, nece, uncle, auty, son, or any family you were alone. i would agree on being able to have your family join guilds to help you with quests they would also have rank in a guild. i would have a family of werewolf assassin argoneans.
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Natalie J Webster
 
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Post » Fri May 13, 2011 7:49 am

i think having a family and looking after them would be nice. you could get married with any girl/boy in the game thats your race and un married. having your kids as followers, having to feed them, being able to turn them into vampires and werewolfs, going hunting with them when they get older. your kids would always be ten year younger that you. also i want NPCs to notice that you have kids with you and will say what nice kids you have or something like that. you get to name them and chose what they look like. Because there were no kids in Oblivion.



I would have an argonean wife and kids because im always an argonean and in the begining of the game you chose if you have a family. In Oblivion you didn't have a dad, mum, brother,sister, nefu, nece, uncle, auty, son, or any family you were alone. i would agree on being able to have your family join guilds to help you with quests they would also have rank in a guild. i would have a family of werewolf assassin argoneans.


Well, for the record, the pc character is a cipher to begin with - a blank slate for us to fill out. That means you'll never see any form of relatives in TES (Falliut 3 was a different story, somewhat.). You can come up with as many siblings and other relatives as you want, but you'll never really bump into them unless you're willing to mod the game.
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Ludivine Dupuy
 
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