TES V Ideas and Suggestions #170

Post » Fri May 13, 2011 6:34 am

I wouldn't mind some tweaking to Alchemy, but I have to disagree with the idea that it is "basically worthless." Alchemy was actually one of the most useful skills in the game to someone who used it well. You could make healing potions that were FAR more effective than any you could ever buy, as well as lighter in weight and cheaper to produce. You could create devastating poisons that would render any foe defenseless and/or offenseless as they tear him apart with massive damage. Honestly, I bet a skilled, patient, and sneaky alchemist could go through the whole game using only poisoned iron arrows to defeat virtually every foe they encounter.

That said I would definitely like to see some tweaks. First of all they need to scrap the current weight system, whereby all potions are weighted based on the average weight of their ingredients. I think potions should pretty much all weight the same; they're all the same volume and presumably similar density/viscosity, so they must weight about the same.

Also I think master alchemists should be able to choose specific effects when combing ingredients. i.e. if I'm making a potion that would normally have Restore Health, Restore Magicka, Fire Damage, I should be able to turn off the Fire Damage to make my potion worth drinking. I feel like a master alchemist would be able to do this...
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Kelsey Anna Farley
 
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Post » Fri May 13, 2011 10:07 am

MY SUGGESTIONS]
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.


What exactly is the "RED DEAD" based system?
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FirDaus LOVe farhana
 
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Post » Fri May 13, 2011 10:39 am

What exactly is the "RED DEAD" based system?



He's referring to horse riding in the game "Red Dead Redemption."

http://www.youtube.com/watch?v=Mu2ZSxvWg-E
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Theodore Walling
 
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Post » Fri May 13, 2011 6:03 pm

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.


I'm fine with it all up until we talk skill based hit detection.

Problem with that is that if I have a lousy skill in say Daggers, if I try to hit a fatty, he'll be jumping around like a athlete. I'd rather have physical hit detection, instead of skill based, and then have an actual Dodging skill, which makes you have a chance of dodge an incoming attack completely. Then missing is not because of the attacker, but because of the defender. Now it's not skill based hit detection, but skill based hit dodging.

Not that weapon skills should only determine static damage, then we can have weapon damage intervals, and skill play a role in that. Likewise have critical hits and critical failures be determined by weapon skills.
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Rachel Briere
 
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Post » Fri May 13, 2011 5:12 pm

He's referring to horse riding in the game "Red Dead Redemption."

http://www.youtube.com/watch?v=Mu2ZSxvWg-E

What about a http://www.youtube.com/watch?v=xc9GoOObsmc system.(or any system!) :P

This game was out before Oblivion.
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k a t e
 
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Post » Fri May 13, 2011 6:02 pm

http://www.gamesas.com/index.php?/topic/1104003-tes-v-ideas-and-suggestions-171/
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kat no x
 
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