TES V Ideas and Suggestions #170

Post » Fri May 13, 2011 1:31 pm

I'd like to see jobs in TESV so once you finish the mainquest you could settle down to be a leatherworker, metalworker, animal tamer, or entertainer, and each would have a story of its own, also each of those should be skills, leatherworker would require skill in sewing, but hunting, and skinning would be be optional and take more time but you would not need to but material.

Also there should be some skills called root skills that have a Bass skill with several side skills under it, for example a base skill of Hunting may have skinning, and marksman under it, and increasing those would increase the base.

Also I want a running/jumping system similar to Assassin's Creed, you stand/crouch on one object, press the jump button and "lunge" towards it, if you do not make it all the way you can press Y and attempt to grab for it in the air, if you get it, you pull yourself up. Getting a running startcan make you go farther, Agility could determine your balance, say someone with bad agility could not balance on a tree branch, and higher athletics would let you run father. It weird in Oblivion how you seem to float down, and that you can move while in the air.

I want there to be a Self-Levitation spell.

And thats pretty much it, besides up to date animation and graphics.
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Pixie
 
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Post » Fri May 13, 2011 5:14 pm

I'd like to see more to melee skills, the power attacks just really didn't matter. I'd rather see a skill you could learn and assign to the magic button, using it would take up fatigue instead. That gives you a powerful attack you can use, at the cost of fatigue and if you don't have enough fatigue then you can't preform it.
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MARLON JOHNSON
 
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Post » Fri May 13, 2011 12:11 pm

I'd like to see more to melee skills, the power attacks just really didn't matter. I'd rather see a skill you could learn and assign to the magic button, using it would take up fatigue instead. That gives you a powerful attack you can use, at the cost of fatigue and if you don't have enough fatigue then you can't preform it.

I agree, if Oblivion did anything right (and i'll submit that despite it's flaws it did many things right) it was the improvement in combat that made it simply more entertaining, more immersing and more accessible to newcomers and old fans alike. Mind you, i'm not saying that the combat was the best feature of Oblivion, not by a long shot, but the combat broke decades of games that only allowed first person rpg's to simply slash or block in the direction of a rather stationary enemy. However, one of the reason's I say that the combat is not the best feature is because, while Oblivion made strides to improve on the slash and block formula, when you boil down the flashy moves and meager selection of 'power attacks' the new combat system still follows the old.

To be honest, I'm not a big 'combat' oriented player, I specialize in stealth by nature, but I know that improving the selection of what your able to do in combat would improve gameplay in all three specializations. Plus, having more moves that are genuinely different from one another (rather than just another slash in a different direction) would make battle more strategic, and mastering combat would become a worth while goal, as well as at personality to each player by allowing them to use their own style of choice.
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Killer McCracken
 
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Post » Fri May 13, 2011 4:37 pm

I'd like the melee combat to be more deadly but not realistic. By this I mean depending on you weapon skill you either get a small hit, which only does a few points of damage, or a big hit which does a good amount of damage. It should only take 4-6 hits to kill an average enemy. It should only take like 12 hits at max on the strongest of enemies depending on your attributes. Your agility and weapon skill would determine how many times you get a big hit and your strength helps determine damage along with the quality of the material of the weapon. This also works against you strong melee enemies could end your life in only a few hits. In my opinion this system helps combine player skill with character skill quite well because you have to have the reflexes to not get hit alot or you can die quick. The character skill comes in with how many big hits you actually land.Power attacks increase damage of a hit but also lower the chances of landing a big hit and it's slower so you could take a lot of damage during the time of your swing or lunge. This system IMO would appeal to casual (player skill oriented) players and hardcoe rpgers (character skill oriented) players. Or I could be completely wrong and everyone would find this stupid. :sadvaultboy:
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Roisan Sweeney
 
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Post » Fri May 13, 2011 7:06 am

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:


I think he's saying that once you create a character, he wants it to become some random NPC if you start a new character, so you will see your old character, decked out in whatever he last had on, somewhere in the game. And sorry but no, i'd rather they spend time on something worthwhile.


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.


If its optional and they have already perfected,perfected!, everything else then i say this would be fine, if its not optional and/or they have to screw something else over to get it done i say hell to the no.


I'd like the melee combat to be more deadly but not realistic. By this I mean depending on you weapon skill you either get a small hit, which only does a few points of damage, or a big hit which does a good amount of damage. It should only take 4-6 hits to kill an average enemy. It should only take like 12 hits at max on the strongest of enemies depending on your attributes. Your agility and weapon skill would determine how many times you get a big hit and your strength helps determine damage along with the quality of the material of the weapon. This also works against you strong melee enemies could end your life in only a few hits. In my opinion this system helps combine player skill with character skill quite well because you have to have the reflexes to not get hit alot or you can die quick. The character skill comes in with how many big hits you actually land.Power attacks increase damage of a hit but also lower the chances of landing a big hit and it's slower so you could take a lot of damage during the time of your swing or lunge. This system IMO would appeal to casual (player skill oriented) players and hardcoe rpgers (character skill oriented) players. Or I could be completely wrong and everyone would find this stupid. :sadvaultboy:


I can see what you're saying and it would be nice, but if you're fighting say a gaint, and hes towering 20 feet over you, how are a few measly slashes gonna stop him from crushing you like a bug? and what about a fully armoured knight? most of your hits won't get through, for the average guy quicker combat would be good, but for the strong mofos out there, i'd like it if you had to stratigize, to aim for a weak spot, duck between the giants legs and make him stand on his toes, then smash his foot with a hammer and knock him in the knee as he hops on one leg, knock the knight down and beat the [censored] outta him as he struggles to stand.
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lucile davignon
 
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Post » Fri May 13, 2011 6:30 pm

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.
If they bring back daily fatigue, sleep will become necessary again. Don't let daily fatigue or health regen if you're just waiting. Don't let any spell or item regenerate your daily fatigue.
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Richard
 
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Post » Fri May 13, 2011 10:43 am

duck between the giants legs and make him stand on his toes, then smash his foot with a hammer and knock him in the knee as he hops on one leg, knock the knight down and beat the [censored] outta him as he struggles to stand.

bad Idea... The Giant could just crush you by stepping on you -_-
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Spencey!
 
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Post » Fri May 13, 2011 6:40 pm

Not sure if this has been mentioned before, or not. (Excuse me for not looking, either, as the topic is quite immense).

I would like to see more character interactions with NPC's. For instance, if you choose to be an Argonian, than any Argonian NPC should have a "liking" towards you, simply because you're one of them.

And, maybe some sort of chest to put equipment in, that ALL of your characters can access. If you have a warrior type character, but find a bad-ass bow, you should be able to keep that bow for another character. HOWEVER, I understand by doing this would add a very easy game play for your other characters and you could simply get all good stuff from the beginning. But, not really. Oblivion's stats and level up process makes it pretty hard to be a beast right off the bat. So, you would have to level your character up, anyways, to get the best use out of the bow. And, this would also mean the map size would have to be A LOT larger. Otherwise, the need for a chest is irrelevant, if you can just take your new character to the place where you found the bow.
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Floor Punch
 
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Post » Fri May 13, 2011 6:54 pm

Not sure if this has been mentioned before, or not. (Excuse me for not looking, either, as the topic is quite immense).

I would like to see more character interactions with NPC's. For instance, if you choose to be an Argonian, than any Argonian NPC should have a "liking" towards you, simply because you're one of them.

And, maybe some sort of chest to put equipment in, that ALL of your characters can access. If you have a warrior type character, but find a bad-ass bow, you should be able to keep that bow for another character. HOWEVER, I understand by doing this would add a very easy game play for your other characters and you could simply get all good stuff from the beginning. But, not really. Oblivion's stats and level up process makes it pretty hard to be a beast right off the bat. So, you would have to level your character up, anyways, to get the best use out of the bow. And, this would also mean the map size would have to be A LOT larger. Otherwise, the need for a chest is irrelevant, if you can just take your new character to the place where you found the bow.

Was you playng the same Oblivion I was?

your first suggestion was already implemented into the game. While it could be done better, with higher bonuses, and lower minuses, it was there.

Getting a good weapon in Oblivion means you win. Even at level 1. There was no character skill. If you know how to play a game, you will be uber.
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louise tagg
 
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Post » Fri May 13, 2011 12:59 pm

Was you playng the same Oblivion I was?

your first suggestion was already implemented into the game. While it could be done better, with higher bonuses, and lower minuses, it was there.

Getting a good weapon in Oblivion means you win. Even at level 1. There was no character skill. If you know how to play a game, you will be uber.


How exactly do you get a "good" weapon at level 1? Unless turning the difficulty level down all the way, any "good" weapon would kill you. Take, Umbra, for example.

And, if you have a sword that does 23 damage, while you're blade skill is still only 30...it has the potential of being stronger as your blade skill increases. Or, am I wrong about this? Otherwise, what is the point in raising up your skills, if they don't help you in any way.
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Rinceoir
 
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Post » Fri May 13, 2011 10:48 am

How exactly do you get a "good" weapon at level 1? Unless turning the difficulty level down all the way, any "good" weapon would kill you. Take, Umbra, for example.

With your system. :glare:

And, if you have a sword that does 23 damage, while you're blade skill is still only 30...it has the potential of being stronger as your blade skill increases. Or, am I wrong about this? Otherwise, what is the point in raising up your skills, if they don't help you in any way.

If you have a daedric sword at level 1, it will do more damage than an Iron one would.
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Claudz
 
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Post » Fri May 13, 2011 1:56 pm

If you have a daedric sword at level 1, it will do more damage than an Iron one would.


Well, congrats to you if you can enter the planes of Oblivion at level 1 and successfully acquire a Daedric sword. :goodjob: lol
I, however, fail miserably until at least level 5.
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Maria Leon
 
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Post » Fri May 13, 2011 3:36 pm

MY SUGGESTIONS]

Basically, i feel there are loads of things to be changed, and loads not to. For example, for the love of God, please, do not havie a flying mount! IT IS POINTLESS, and would render the game pointless. Also, it would be very difficult to do, as, usually, games have a 'top' to them. Finally, the whole mount thing would break immersion. Maybe, have it as a mod, but not in the game itself.

I will try to keep each explanation as brief and concise as possible, so that you may all read it. So, here are some of my suggestions, bound to be edited later:

1. Change the way horses work - On oblivion, they are very annoyingly bad, especially compared to other games. What i suggest is a RED DEAD based system; that game has amazing horse physics. Then, i would not feel annoyed by using a horse.

2. Character creation - make specialisation important. For example, if i'm an assassin, i could be better at warrior type fighting than assassin type fighting. This needs to be resolved. Maybe, they could introduce something like a bonus perk for specialsied skills, so as to make them better than normal ones. i apologise if this isn't very clear to understand; it's very difficult to try to explain.

3. Skills - what i would mainly suggest here is to seperate the skills, and add some more. Mainly, i would suggest Blunt and blade as ones that really need seperation, and i much prefer the morrowind style of "short blade and long blade skills"

4. Skin colour - This whole "have the colour of your skin completely different to that of your face" thing really annoys me. So, it needs to be changed. And, whilst on the topic of bodies, you should be able to vary height and weight etc.


5. VERY IMPORTANT SUGGESTION Faces - one thing i really like, not from this, but FIFA, is the ability to create GAMEFACE. For those who don't know, GAMEFACE is where you upload two pictures of yourslef, one frontal, and one from the side, and your computer creates you, but in the game. You can then download, via xbox live, PSN, etc, your face to your character. So, what i suggest is using this to an extent on TES, with the race already allocated. You could, i suggest, have one face per race, saved, and then choose which one to download, during character creation.

6. Make it harder to get rich - either, by making money harder to come across, or making everything a lot more exepensive, or even both. To balance this out, haggling is harder, and merchants will never give you face value, even with mercantile at 100. Also, make it so you have to pay a lot more than usual for everything. I WANT THIS GAME TO ALWAYS BE CHALLENGING, which could, in itself, be a suggestion.

7. SCARE ME - As Hircine said previously, i play games to be thrilled, challenged and scared sh**less. it's exciting and exhilerating!! Just like i love to watch movies, even if i know whats going to happen, i love it being epic and scary. Why should a game, especially one of the best-games-of-all-time-to-be, be any different? Answer: it shouldn't. This is actually quite easily done. Make the game more dark (in plot especially) and more sinister.

8. Perks - at the very least, add quest perks. I like how fallout did perks; it made each character unique. I think this could work on TESV by having, for example, every three levels having a perk, and the other two increasing attributes. Or, on the third level, have both a perk and attributes. Just a suggestion. At the very least, have some quest perks. Especially for quests where you can only do one or the other, (sayt for instance doing one makes the other hate you)

9. enchanted weapons user specific - what i mean by this is, if a bandit has an uber enchanted weapon, when he dies, so does the enchantment. It then becomes an ordinary weapon, and you have to enchant it again. In my opinion, this will add to the immersion of the game, and make it much more challenging. On top of this, make it more difficult to enchant weapons, say, you have to go to a merchant who specialises in enchanting etc. This would make the game more challenging, and i, for one would mch prefer it this way.

10. Talking fallout style - i much prefer how you say what you are going to say rather than shouting randomly 'missing child' at someone and them understanding completely what the hell you mean.

11. Alchemy to herbalism - i would prefer to have herbalism as a skill, because, historically accurately, around the time of the romans, (when TES is based around), many would use herbs to try and heal their afflictions, rather than potions. Alchemy was mainly from around 13th century Europe onwards, and was frowned upon by many. I understand that this means that many ingredients would not be able to be used. Meat, for instance, has nothing to do with herbs, and you can't make herbs from them. So, i suggest that non-herbalism ingredients are used just for meals, eating normally (wortcraft). This would add a realism to the game. At the moment, i find alchemy annoying, because you need to use water, but no water is needed, if you get my drift. If not, read some alchemy books in oblvion, then do some alchemy to understand.

12. Children - basically, this would add to immersion.

At the moment, i can't think of any more to add, but, sure enough, in time, i will think of some more. Feel free to criticise what i think, but make sure you give a valid reason as to why you think im wrong :)
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Jade MacSpade
 
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Post » Fri May 13, 2011 5:22 pm

Well, congrats to you if you can enter the planes of Oblivion at level 1 and successfully acquire a Daedric sword. :goodjob: lol
I, however, fail miserably until at least level 5.


Due to the level scaling in Oblivion (without mods) it was easier to go through an Oblivion gate at level 1 than it was at level 21. The loot scaled too, meaning that a chatacter at level 1 would have a 0.001% chance of finding a Daedric sword, while a level 21 character had a 90% chance of finding one.

If you allowed a level 1 character to find and weild a high level weapon then he would be unstoppable, because the enemies dont scale to your equipment, only your level.

EDIT: btw 0.001% and 90% are exagerations for the point of illustrating my point. Not the actual figures.
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RaeAnne
 
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Post » Fri May 13, 2011 12:28 pm

Due to the level scaling in Oblivion (without mods) it was easier to go through an Oblivion gate at level 1 than it was at level 21. The loot scaled too, meaning that a chatacter at level 1 would have a 0.001% chance of finding a Daedric sword, while a level 21 character had a 90% chance of finding one.

If you allowed a level 1 character to find and weild a high level weapon then he would be unstoppable, because the enemies dont scale to your equipment, only your level.

EDIT: btw 0.001% and 90% are exagerations for the point of illustrating my point. Not the actual figures.




No, you phisically cant find a daedric sword until level 8, and even then its rare.

Don't you enjoy the challenge. What's the point of playing a game, if you know all you have to do to beat it is breath on those who stand before you?
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Chris Jones
 
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Post » Fri May 13, 2011 7:06 pm

.
Basically, i feel there are loads of things to be changed, and loads not to. For example, for the love of God, please, do not havie a flying mount! IT IS POINTLESS, and would render the game pointless. Also, it would be very difficult to do, as, usually, games have a 'top' to them. Finally, the whole mount thing would break immersion. Maybe, have it as a mod, but not in the game itself.
-..


I don't understand why it is pointless. It would serve as a traveling option and render fast travel pointless.(isn't it already?)

Morrowind has no 'top' to it and no boundaries. Adding it as a mod is a good idea, this was in the talks too in early Morrowind development.
http://web.archive.org/web/20041209005314/www.rpgplanet.com/morrowind/goods/posts1001_2.asp

It wouldn't work for Morrowind in 2002. But now in Morrowind 2010, mounts can work pretty good with infinite view distance. If next TES will be like just cause 2 big or more, flying mounts can work well. It is hard for modders to implement that's why flying mounts need some development time.
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Lizs
 
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Post » Fri May 13, 2011 1:52 pm

It'd be awesome if Masters of Mercantile could set up their own shops. If you think about it, that doesn't even need to be terribly difficult to set up. Double points if you could sell your own items there.

Im adding on to what you said I also think it would be interesting if you could have the option to build your own house
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Shelby McDonald
 
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Post » Fri May 13, 2011 2:59 pm

I just want less ugly, more diverse animations, to be honest. And to be able to see my feet. It's not just an aesthetic thing either, it's hard to tell exactly how close you are to the edge of a rock or whatever with magical invisible legs.

I was very disappointed that I wasn't able to reincarnate my crossdressing Argonian warrior in Oblivion. He was quite fun to play in Morrowind. Imagine my horror as his pretty new skirt transformed into boring old pants! Nooooooo!

Also on the clothes thing - more clothes and armour. If TES V really does turn out to be set in Skyrim, I'd love for there to be loads of cool fur clothes and maybe armour trimmed with fur.
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Alexander Lee
 
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Post » Fri May 13, 2011 3:40 pm

I can see what you're saying and it would be nice, but if you're fighting say a gaint, and hes towering 20 feet over you, how are a few measly slashes gonna stop him from crushing you like a bug? and what about a fully armoured knight? most of your hits won't get through, for the average guy quicker combat would be good, but for the strong mofos out there, i'd like it if you had to stratigize, to aim for a weak spot, duck between the giants legs and make him stand on his toes, then smash his foot with a hammer and knock him in the knee as he hops on one leg, knock the knight down and beat the [censored] outta him as he struggles to stand.

I'd love to see strategy in combat too, and come to think of it maybe that's what combat is really missing. If you'd have to attack and use different strategies on different enemies it'd be a lot more fun then just repetitively swinging your sword at a damage sponge like in Oblivion and Morrowind.

No, you phisically cant find a daedric sword until level 8, and even then its rare.

Don't you enjoy the challenge. What's the point of playing a game, if you know all you have to do to beat it is breath on those who stand before you?

Challenge and is good but progression is a better feeling imo. The only progression in oblivion was better loot, thats not an rpg its an action game. In other rpgs when you get to high level you feel strong and realize all your hard work has payed off, thats what an rpg should feel like.
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Michelle Smith
 
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Post » Fri May 13, 2011 5:30 pm

My request is simple: read my signature.
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Allison Sizemore
 
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Post » Fri May 13, 2011 1:42 pm

-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)
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Nikki Lawrence
 
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Post » Fri May 13, 2011 5:50 am

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.



Same here! Eating and sleeping should be necessary. There is plenty of food lying around usually.

To compensate in those situations where food is not plentiful, increase the presence of non-aggressive creatures ie small rats, mice, bugs, frogs, plants etc.

This could also make smaller dried foods that weigh less more valuable...ie nuts and dried mushrooms etc. Allow vendors to have an unlimited supply of certain foodstuffs. To add balance, maybe the unlimited foodstuffs cannot be used for alchemy and solely for alleviating hunger.

Lastly,...if this is implemented in any shape or form..please..please..PLEASE...allow for there to be enough plants and veggies to be around so as 'us vegetarians' can maintain such a character as well!

Now for sleeping...I'm for that too. Of course, there needs to be greater risk in sleeping out in the open. Initial damage dealt + chance of attack should be greatly increased as a result.
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Stephanie Nieves
 
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Post » Fri May 13, 2011 8:27 pm

Well, congrats to you if you can enter the planes of Oblivion at level 1 and successfully acquire a Daedric sword. :goodjob: lol
I, however, fail miserably until at least level 5.


Hmm i may be mistaken, but i believe he was refering to your magic chest. If you, as a lvl 21 or w.e, get a daedric sword and put it in the chest and your lvl 1 char takes it out he would be significantly better than the average enemy making the game less challenging.

MY SUGGESTIONS]

Basically, i feel there are loads of things to be changed, and loads not to. For example, for the love of God, please, do not havie a flying mount! IT IS POINTLESS, and would render the game pointless. Also, it would be very difficult to do, as, usually, games have a 'top' to them. Finally, the whole mount thing would break immersion. Maybe, have it as a mod, but not in the game itself.

How is a flying mount pointless? It would allow for faster travel, a great chance to see some sceniary without being mobbed every 20 seconds (unless they have bows) on another note, why would there need to be a top? you could keep flying up and up, you wouldnt really be able to see much from too high up and if they want realism they could make the air thin and you eventually pass out, waking up to air rushing past you and if your lucky your mount is still nearby

11. Alchemy to herbalism - i would prefer to have herbalism as a skill, because, historically accurately, around the time of the romans, (when TES is based around), many would use herbs to try and heal their afflictions, rather than potions. Alchemy was mainly from around 13th century Europe onwards, and was frowned upon by many. I understand that this means that many ingredients would not be able to be used. Meat, for instance, has nothing to do with herbs, and you can't make herbs from them. So, i suggest that non-herbalism ingredients are used just for meals, eating normally (wortcraft). This would add a realism to the game. At the moment, i find alchemy annoying, because you need to use water, but no water is needed, if you get my drift. If not, read some alchemy books in oblvion, then do some alchemy to understand.

First off...what the hell made you think this fantasy game should be historically accurate? I for one don't remember the romans being able to shoot off balls of fire or streaks of lightning. I say,maybe have herbalism too idk but defintally keep alchemy but amp it up, alchemy was basically worthless IMO, it took an entire bottle to poison one arrow and the poisons weren't even that effective

12. Children - basically, this would add to immersion.

Why would you want children in the game? Just another thing we can't kill, im more in favor of being able to kill anything and everything,i'd like the idea of having some relatives or friends be around to give you a hint to a quest if you get pissed at the quest giver and blow his head up, even summoning his spirit from the grave, kinda like rufus, wouldn't be too bad IMO as long as it wasn't too expensive/time-consuming but moderately so, so you do have some consequences for killing them

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Eileen Collinson
 
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Joined: Thu Dec 28, 2006 2:42 am

Post » Fri May 13, 2011 9:08 am

Was you playng the same Oblivion I was?

your first suggestion was already implemented into the game. While it could be done better, with higher bonuses, and lower minuses, it was there.

Getting a good weapon in Oblivion means you win. Even at level 1. There was no character skill. If you know how to play a game, you will be uber.


Get a good weapon in Morrowind it means you win. Even at level 1. This is why I always go with conjuration, your skill doesn't matter when you only need to hit once or twice.
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Hope Greenhaw
 
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Joined: Fri Aug 17, 2007 8:44 pm

Post » Fri May 13, 2011 3:06 pm

Get a good weapon in Morrowind it means you win. Even at level 1. This is why I always go with conjuration, your skill doesn't matter when you only need to hit once or twice.

The combat must rely on parrying. There must be all kinds of dodging blocking animations. Then you bind everything to skills and attributes. The game must play like Morrowind but instead of miss, a real dodging animation. This way when you contact, you can contact in a satisfying realistic way and agility will have a meaning. And I want full control like in Morrowind.

This is like a must for me.
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Rinceoir
 
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