TES V Ideas and Suggestions #170

Post » Fri May 13, 2011 3:11 pm

Before I read this entire thread and think about any big ideas, I have one idea that I really actually would like the devs to consider honestly...

Why is the entire eco-system (and this isn't exclusive to Bethesda by any means) always filled with rabid attacking animals that are hell-bent on falling on your sword or hypnotized into chasing you for 3 miles. That's not how the eco-system works. Unless you are living in the tropics (and even then to a certain degree) I can go hike all day and not see hardly any mammals, let alone a carnivore whose territories often range many square miles. And on top of that getting viciously attacked by one.

That said, everywhere you walk in rpg games there is this sensational amount of kill-on-sight ready mammal/monster population that are ready to fight to the death no matter what their size is. Giant rats are some of the more amusing.

I would like to walk out into a giant forest believing I am going to explore it rather than get into a life or death battle every 10 yards. I would like to come across beautiful landscapes and meadows with grazing wildlife. I want to feel like I don't need to wear a full body armor suit, be trained to use a sword, and have basic skill in magic because I want to leave town for a few hours.

One good example of a great environment that was believable and not saturated with a constant battle outside town was the game Red Dead Redemption. The game was based on the wild west and even though they had plenty of action, I could ride my horse around for miles and not see a single person, place or thing that wanted to eat me, kill me or shoot me. It was very well balanced and I was totally immersed.



The fact that EVERY "aggro" animal uses the same variety of attack is what is most annoying to me. I'd prefer if different animals approached differently, the charge of a bear, the ambush of a lion, the circling of a wolf. However, while YOU may be able to hike all day and not see anything but squirrels, that's not how it used to be. Modern ecosystems, especially in America and Western Europe, lack "mega fauna" or animals that are 100 lbs. or more, and where they do exist is far away from population centers. The "medieval" time period of the game suggest two things. 1) there are still large numbers of megafauna, carnivorous and otherwise. 2) the human population is beginning to expand, clearing forest for farms, and bringing people into closer contact with these animals, as well as limiting their resources. If the people hunt the deer, the wolves have to hunt the people, or at least their sheep, but those are guarded by dogs who are just as mean as they are.

And of course, as a game, you need someway to increase your skills. That means you need to exaggerate the realistic number of animals who might attack you. And because you can't kill a bear at level 1, you need something weak but still challenging, hence the giant rats.

As far as not wanting armor and weapons just to leave town, well. Stick to the main road and bring a friend. Even if you don't run into animals, outlaws who are not welcome in cities will prey on travelers. In the good old days, the woods were always a dark, scary place, evil even. "Wilderness" is an Anglo-Saxon word meaning "self-willed land." The forest had a mind of it's own, so to speak. You have to remember, people are squishy. We're slow, have small teeth and no claws, can't see at night, and smell totally different from every other animal out of doors.

And as I recall, Red Dead had no shortage of coyotes, cougars, boars and bears to kill you, nevermind bandits.
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Fri May 13, 2011 6:30 pm

Meech Dragons, or evolved Argonians:
http://img693.imageshack.us/i/lightningj.jpg/

Uploaded with http://imageshack.us

Would be neat yeah, but totally against the lore for that to happen.
User avatar
ZANEY82
 
Posts: 3314
Joined: Mon Dec 18, 2006 3:10 am

Post » Fri May 13, 2011 6:50 am

Would be neat yeah, but totally against the lore for that to happen.

Nah. http://www.mediafire.com/imgbnc.php/12947f89ccd31125eec7c7f0dff5b0c46g.jpg, it wouldn't be a lot to write in that some Argonians have wings.
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Fri May 13, 2011 3:02 pm

I remembered something I meant to write down last night (one that I KNOW other people are thinking of too, and don't see why it hasn't come to be yet) is multiplayer. I believe that when starting up the game, and you select the character you are going to load, a thing pops up asking if you'd like multiplayer dungeons or solo. Your own game would be your own game(ie all major characters, quests etc would be handled as usual) but upon entering non-quest related forts, aylied ruins etc, you would be in something like a game lobby, with the option of private plunder(inviting friends) or AA - Anonymous Adventurer(searching for random people online to dungeon with - not drink with :P) please lemme know what ya'll think bout this,things to add on, things to remove?
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Fri May 13, 2011 7:42 pm

I remembered something I meant to write down last night (one that I KNOW other people are thinking of too, and don't see why it hasn't come to be yet) is multiplayer. I believe that when starting up the game, and you select the character you are going to load, a thing pops up asking if you'd like multiplayer dungeons or solo. Your own game would be your own game(ie all major characters, quests etc would be handled as usual) but upon entering non-quest related forts, aylied ruins etc, you would be in something like a game lobby, with the option of private plunder(inviting friends) or AA - Anonymous Adventurer(searching for random people online to dungeon with - not drink with :P) please lemme know what ya'll think bout this,things to add on, things to remove?


I think if they ever did any kind of multiplayer it would need to be completely separate. It would tear me out of the experience to see a window pop up when you went into a dungeon asking if you want to play multiplayer.

Also something like this, dungeon crawling, would only really be applicable to certain characters. I’m playing Morrowind at the moment, and I never even carried a weapon till my character was level 15, and I certainly didn’t think about going dungeon crawling.

So in my opinion if there ever was any kind of multiplayer in a TES game it would have to be almost entirely separate from the main game.
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Fri May 13, 2011 5:42 am

How about an Evil older than the Divines? Older than Daedra, older than recorded time....

Like this fell beast that gives birth to a "new" race?

Story Gist:

Ancient Runes found in the land of Skyriim
Ancient evil brood-mother to creatures of evil. The Evil lay dormant for many millenea, sealed by the great wizard Charizard (?). Mining Nords dig too deep, and creatures start emerging. Aliens. o_O
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Fri May 13, 2011 4:17 pm

How about an Evil older than the Divines? Older than Daedra, older than recorded time....

Like this fell beast that gives birth to a "new" race?

Story Gist:

Ancient Runes found in the land of Skyriim
Ancient evil brood-mother to creatures of evil. The Evil lay dormant for many millenea, sealed by the great wizard Charizard (?). Mining Nords dig too deep, and creatures start emerging. Aliens. o_O
Nothing ancient please.
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Fri May 13, 2011 7:41 pm

Ancient Runes found in the land of Skyriim
Ancient evil brood-mother to creatures of evil. The Evil lay dormant for many millenea, sealed by the great wizard Charizard (?). Mining Nords dig too deep, and creatures start emerging. Aliens. o_O

That sounds too Warcraft-y.
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Fri May 13, 2011 9:06 am

That sounds too Warcraft-y.

And too Dragon Age-y. Plus, I'm pretty sure it would contradict some of the existing lore.
User avatar
Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Fri May 13, 2011 7:28 pm

I just want, straight up, warfare. No demons, no wizards, no prophecy. I want your land and I'm going to kill your people.

Ocs v. Redguard, W. Elf v. Kahjiit, Dunmer v. Nord.....whatever.
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Fri May 13, 2011 10:39 am

Mining Nords dig too deep, and creatures start emerging.o_O


^Balrog? WTF are you doing in Tamriel?:D

Definitely too LOTR-y:D


...TESV needs new fresh style of MQ storytelling . Every game (especially MW) has brought new elements of gameplay and plot (playable Orcs, x-zillion of LORE, scale of MQ) and add sth for the gameworld. Oblivion is a lorebreaker(Cyrodill fauna and flora, more medieval-style of world - but I found this changes well-placed). Some changes could be made(I would like Ayleid Nation to Return(they will return somday:D) and new playable race - as it had happened to Orcs - from enemy/creature to player's race)

Skyrim(if it'll be setting of next game) should be mix of Scandinavia, Slavic regions, "Solstheim", Arctic, Switzerland and Siberia. It should share some of their geography, environment, mythology and forms of architecture but definitely it shouldn't be only a random mix of above regions.

I would like to see "mounted fight"(not only horses but maybe also....guars:D), ship travel(in "real time" and option to skip it), having more "possessions" : ships, houses, pets, mounts, partners(nah. just kiddin' - no Fable:d), shops(activity)/their shares and so on.


I would also welcome some (as much as they can invent:D) new or widened never before known lore(from books - more NEW books!, quests etc.)with open arms.

I am of good cheer they (Bethesda) make new TESes. I was expecting rather new Morrowind instead of experimental Oblivion but in the end it has made a neat piece of game:d

I trust developers that they'll go all out :D...
User avatar
Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Fri May 13, 2011 5:33 pm

-- I want to be able to perform the 'Black Sacrament'. It couldn't be that hard:
You get possesion of some sort of Scroll which is only useable if you have a piece of Nightshade, a Human Heart, and a Skull in your Inventory. When these conditions are met, the Scroll can be used so that the next time you sleep, along comes a Speaker of the DB. From here, you have a list of all the cities in the game. When you choose a city, you get a sub-list showing all of the non-essential NPCs in that city. When you choose one, the Speaker will take your money and leave. Then, the next time you enter that city, their body will be in their house.

-- In the DB Questline, I want to be a Speaker for a decent amount of time! In Oblivion, you were a Speaker for like, not even a Quest, and you immediately became Listener. As Speaker, I should be able to receive names from the Listener of people who need to die. After this, I can choose to kill the NPCs myself(obviously they would be suddenly spawned, background NPCs who don't usually exist), or I can visit the Guild Chamber that I'm in charge of and hire the Assassins there to do it. Once again, you simply talk to them, go on to the topic of 'Assassination', and then choose from the current list of randomly generated contract names. On top of this, I should be able to choose my own Silencer from any of the Assassins in one of the Guildhalls, and they become a Follower that I can call upon at any time.

-- As the Listener of the DB, I want to be able to choose my own Speakers, who will, in turn, choose Silencers (Again, these Silencers would be randomly designed, nameless background NPCs). Then every week when I listen to the Night Mother, I can hand out the Contracts to any of the Speakers. If I ant, I can give them all to one Speaker, or balance them out.

-- Trap setting: With the appropriate tools, I should be able to set any of the various Traps that can be found lying around the caves and dungeons.

-- Goblin mask and costume, for safely getting through Goblins who will think me to be one of them? Oh. Hell. Yes.

-- I want to meet at least ONE Sload! And be able to talk to him, uh... her?.... It?

-- Now, I don't expect my character to be able to talk, but I WOULD like at least the occasional sound effect other than the painful "Gah!" when being attacked, or the triumphant "Khaaaaaa!!" when doing a power attack. Just little thngs, such as the occasional cough and sneeze, or the odd grunt or yawn, or even a chuckle when somebody tells a joke during dialogue. Some of these however, could be triggered by my next idea.

-- Realistic diseases! Now don't get me wrong, I don't want my character to die from any of the world's major diseases such as cancer, but I would like to see additions such as 'The Flew'. Certain diseases could not only cause Stat penalties, but also more unique effects. So having the Flew could cause you to occasionally sneeze and cough. Also, not all diseases would be contracted by enemies; the flew for example, would be cause from walking around for a certain amount of time with no form torso clothing on, such as a Currais or shirt. A lack of trousers would alo speed up this proces xD
User avatar
+++CAZZY
 
Posts: 3403
Joined: Wed Sep 13, 2006 1:04 pm

Post » Fri May 13, 2011 4:45 pm

And too Dragon Age-y. Plus, I'm pretty sure it would contradict some of the existing lore.


While reading the post it reminded me only of the DA O plot...
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Fri May 13, 2011 9:47 am

^Balrog? WTF are you doing in Tamriel?:D

Definitely too LOTR-y:D


...TESV needs new fresh style of MQ storytelling . Every game (especially MW) has brought new elements of gameplay and plot (playable Orcs, x-zillion of LORE, scale of MQ) and add sth for the gameworld. Oblivion is a lorebreaker(Cyrodill fauna and flora, more medieval-style of world - but I found this changes well-placed). Some changes could be made(I would like Ayleid Nation to Return(they will return somday:D) and new playable race - as it had happened to Orcs - from enemy/creature to player's race)

Skyrim(if it'll be setting of next game) should be mix of Scandinavia, Slavic regions, "Solstheim", Arctic, Switzerland and Siberia. It should share some of their geography, environment, mythology and forms of architecture but definitely it shouldn't be only a random mix of above regions.

I would like to see "mounted fight"(not only horses but maybe also....guars:D), ship travel(in "real time" and option to skip it), having more "possessions" : ships, houses, pets, mounts, partners(nah. just kiddin' - no Fable:d), shops(activity)/their shares and so on.


I would also welcome some (as much as they can invent:D) new or widened never before known lore(from books - more NEW books!, quests etc.)with open arms.

I am of good cheer they (Bethesda) make new TESes. I was expecting rather new Morrowind instead of experimental Oblivion but in the end it has made a neat piece of game:d

I trust developers that they'll go all out :D...


So what stood out most to me in this post was the mounted fighting and the ship travel!

For mounted fighting I think a new weapontype should be submitted. polearm weapons (ie; poleaxes, spears, naginatas, bos, etc.) as their own skill of course (can be used on and off horseback aswell) and that would be that.

For the ship travel, a new topic could emerge: piracy, and naval academy!
The adventurer could either be a pirate (like the late captain of the black flag for those who've bought the expansion) and could spend their time sailing the high seas looking for loot, or a Marine who would spend their time sailing the seas hunting pirates and defending the helpless.

To start: in order to learn how to navigate the dangerous plane of possidon, one must learn from a man/woman with experience! So the adventurer could either start as a scaliwag on the dread pirate robinson(just realized that I REALLY need to watch princess bride again!!) or as a cadet in the naval academy.

the leveling
(we're going to use anvil as an example in this)
The first quest to do with sea-faring would be a simple dilivery quest: once your fame is high enough (nothing big like maybe 6-10) and you wait for any amount of time in anvil and a "desperate merchant" or somehting of the sort would run up to you asking for your help, offering 75 gold pieces to deliver 10 wolf pelts(provided by the merchant) to something like "Dormant Island" or something like that, and if you accept he gives you 25 gold pieces and 10 wolf pelts and urges you to hurry. Maybe you have to go to the docks and ask around "what the hell is that place, how do I get there?" etc. and one person(should be a sailor) will tell you that your in luck because captain Ronae was just about to set sail. You get a new mapmarker and dash over to his ship. Just as you are getting on you are stopped by an excessively large, grumpy nord who asks "where do you think your goin boy?" and you tell him your situation and he tells you that it costs 25 gold a person. bummer. So you pay the gold and are on your way. once the ship sets sail you can walk around for a few hours waiting for your destination, or you can go to your cabin and sleep(has the same effect as prison if you know where I'm goin with that). BUT suddenly, halfway through the voyage you are startled(or woken) by a man far above the deck callin out "WE GOT SKULLS ON THE HORIZON!" and all the sudden the full crew and a few mercinary marines are all abuzz. you are told by a map marker to go to the far side of the deck, and your journal updates: "There is a life boat hear... and I could escape and finish my quest, but maybe I should stick around and see how things play out."
Sticking around, the captain will run up to you, "You're an able bodied young man, here, take this! go below deck and protect the passengers!" and you do so. While down below deck you can talk to the passengers and attempt to comfort them, and within a matter of minutes everyone on deck is slaughtered and the pirates are storming in! The pirates would corner in all the passengers with you infront,(this would be a quick situation where you can't move) and the dread pirate robinson will walk up to you. "You be mighty brave for standing between the Dread pirate robinson and his prey! ...either that or you be a fool. I'll tell ya what. Those sunsufogres up there killed two of me best men! and I be in need of another mate. Join me crew, and I'll spare you, and all the passengers!" You would be given the option of "Okay." or "Never!".
Saying "Never!" will cause you to have to fight off all 5 of them, including the dread pirate robinson(a boss level character) and you will end up losing some of the passengers. that is inevitable. there really is no failing this cus if you do, you're dead and have to start over anyways. So if you are victorious your fame in both chivalry and honour would increase by 2, and you would load everyone up into lifeboats and finish your quest you originally started off with. You'll also be approached by a naval academy officer and offered a position on his shipand the title of midshipman in the naval academy.
Saying "Okay." will transport you back to "A cave" which robinson chose as his lair. The first mate, (come up with some silly name but make him a total badass) will come up to you and lay down the law. You will never be able to bring up piracy in conversation outside of that with a fellow pirate, and never EVER mention the cave, when not in the cave. and tells you that the passengers got too troublesome, so they were killed. Your quest from the merchant is updated "I will probably never finish this quest, but I'd better go talk to Robinson" and so you do. He apologieses but tells you he has a reputation to maintain. You are angry at him and reply somethin fiesty to him and he snapily responds "Now don't get fresh with me laddy; your lucky I even spared YOU!" and he tells you that in two hours they are going out to plunder again, and that you should go out and familiarize yourself with the crew. The quest changes from like "late delivery" or something to "A new life" maybe. You get waypoints to talk to all the crew members, and one of them will be the smithy, and he'll ask you what kind of fighter you are, if you're a clobberor, a slasher, or a bow-and-arrow kind of guy. the Clobberors are supplied with an iron mace, the slashers with a steel shortsword, and bowandarrows guys supplied with an iron bow and 30 iron arrows. There is no magical option, because no option to even use magic while on a ship, because no true captain would EVER have a mage on his/her ship! But all after that you go talk to the captain and you'll head out on your first plundering mission. I guess it has the same effect as waiting, and stopped only when a ship is in sight and you get ready to board. They'll throw planks down connecting the two ships once they're close enough and you can run accross them and attack the crew. (Note: these do not count as murders as no one lives accept for the pirates, so no one can pin them directly on you) And after the week goes by You are back in the cave. You notice your infamy will have increased a little bit, and The captain talks to you and tell you to go to a certain NPC(it will always be the same one) to get you're cut, and be back at the cave in one week for another plunderin mission! You leave the cave to go exploring and notice that on the far side of the island is a small fishing village(that is completely unaware of the pirate's presence on the island, they never go near that side of the island because anyone who has; has never returned to the village) and you can go talk to the fairyman, who will fairy you back to (anvil) for a fee. you can also talk to any fairyman in (anvil) once you want to return and just ask to be fairied to that fishing village.
OR byescaping would transport you to Dormant island, where guards immediately approach you and ask you your story. you can finish the quest but your infamy will increase by 2 no matter what(come on, you ditched ALL those people to die. not cool.)

Now I could go through my own idea of the ranks and the sequences of rising through them, but I'll leave that tiny bit to anyone else's imagination. You'd obviously have to rise through a couple ranks before you get your own ship, and of course it would cost a great deal of money to get a ship and crew up and running, I'd say 30,000 for the smallest ship/crew - which includes 4 buccaneers, 2 people to drive(can't think of the name), a captain's quarters with a pet or two, crew's quarters, a brig (to take hostages which could be ransomed for a large deal of money - up to a thousand a person maybe), and a hold(stores supplies and treasures). For those of the Marines they'd get a small ship and crew also for 30,000 which would be 4 Marines, 2 drivers, captains quarters with a buttler/maid, crew's quarters, a brig- holding maybe like 10 pirates compared to the one hostage pirate's ships can hold(for pirates which you get bounty money for once you dock - like 100 ea) and a hold(storing food) since the marines do not collect booty and have the same amount of room in their hold, they can go out to sea for a longer time.


I could go on and on. I'm such a ranter when I'm typing lol any one else on this?



PS - Warlock, I like your idea of trap setting! and also being able to perform the black sacriment. I tried it once. I was so sad :(
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Fri May 13, 2011 6:34 am

^Balrog? WTF are you doing in Tamriel?:D

Definitely too LOTR-y:D


...TESV needs new fresh style of MQ storytelling . Every game (especially MW) has brought new elements of gameplay and plot (playable Orcs, x-zillion of LORE, scale of MQ) and add sth for the gameworld. Oblivion is a lorebreaker(Cyrodill fauna and flora, more medieval-style of world - but I found this changes well-placed). Some changes could be made(I would like Ayleid Nation to Return(they will return somday:D) and new playable race - as it had happened to Orcs - from enemy/creature to player's race)


What do you mean cyrodiil is a lore breaker with the fauna and flora? Not sure I understand...
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Fri May 13, 2011 8:40 am

What do you mean cyrodiil is a lore breaker with the fauna and flora? Not sure I understand...

In lore they often describe Cyrodiil of being vast expanses of jungle instead of the deciduous forest setting that most of Cyrodiil was set in.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Fri May 13, 2011 9:17 am

In lore they often describe Cyrodiil of being vast expanses of jungle instead of the deciduous forest setting that most of Cyrodiil was set in.


I thought jungles were more in Black Marsh :huh: ...with all the swamps and the like.

I actually think Skyrim should look a mix of Iceland, Greenland and the Artic.
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Fri May 13, 2011 10:01 am

The ability to wriggle your way to the top of some sort of political faction and then wage war on others, with all the sieges, battles, assassinations and political nonsense you'd expect. Gief.
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Fri May 13, 2011 8:44 pm

The ability to wriggle your way to the top of some sort of political faction and then wage war on others, with all the sieges, battles, assassinations and political nonsense you'd expect. Gief.


That sounds like a lot of fun!

@gunther482 thanks for clearing that up for me.
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Fri May 13, 2011 9:40 am

It seems that Bethesda felt that the tutorial included in Oblivion was a good idea, and I suppose that I aggree with them. I would like that they made it optional though. Perhaps, at the start of the game, we can answer yes or no to a tutorial. I had an idea that I thought would work for it. In order to make it unessential, with pretty much no missed lore if skipped or random instruction out of nowhere, Beth should make the tutorial a dream.

The game could begin with the character awakening, but first they could have the tutorial dream before they are awake. You could be in dreamland at a happy cottage, where you're told to mix up a potion, pick a tricky lock, all kinds of stuff, when all of a sudden it goes sour. A group of scary bandits are knocking at your door. You practice your speechcraft and buying yourself some time. You spot a small opening that goes behind the house, now its time to practice stealth and combat.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Fri May 13, 2011 8:03 pm

I thought jungles were more in Black Marsh :huh: ...with all the swamps and the like.

I actually think Skyrim should look a mix of Iceland, Greenland and the Artic.

Blackwood and Black Marsh is more of a swamp then a jungle. By jungles I mean the Amazon and not the Louisiana bayou.

Edit: I found the article.
http://www.imperial-library.info/content/pocket-guide-empire-first-edition-cyrodiil

Indeed, if the history of the Nords is the history of humans on Tamriel, then Cyrodiil is the throne from which they will decide their destiny. It is the largest region of the continent, and most is endless jungle. Its center, the grassland of the Nibenay Valley, is enclosed by an equatorial rain forest and broken up by rivers. As one travels south along these rivers, the more subtropical it becomes, until finally the land gives way to the swamps of Argonia and the placid waters of the Topal Bay. The elevation rises gradually to the west and sharply to the north. Between its western coast and its central valley there are all manner of deciduous forest and mangroves, becoming sparser towards the ocean. The western coast is a wet-dry area, and from Rihad border to Anvil to the northernmost Valenwood villages forest fires are common in summer. There are a few major roads to the west, river paths to the north, and even a canopy tunnel to the Velothi Mountains, but most of Cyrodiil is a river-based society surrounded by jungle.
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Fri May 13, 2011 8:08 pm

I just want, straight up, warfare. No demons, no wizards, no prophecy. I want your land and I'm going to kill your people.

Ocs v. Redguard, W. Elf v. Kahjiit, Dunmer v. Nord.....whatever.

After some thought, I think I agree with this. You should definitely have the option to pick which side you fight for, though.
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Fri May 13, 2011 7:46 pm

And too Dragon Age-y. Plus, I'm pretty sure it would contradict some of the existing lore.


And the "lurking evil" thing is a plot I've seen in game after game. I know it's just my opinion, but I'd like something different. How about a game where there actually isn't a big, evil foozie for once?

Added-
One idea I've seen that I really liked-- the idea of having your character start the game in different ways. Don't have to waste a lot of effort on huge detail.. just use enough; Either your character begins at rock bottom as a nobody, or is someone established and familiar. Or maybe even just somewhere in-between.
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Fri May 13, 2011 8:34 pm

It seems that Bethesda felt that the tutorial included in Oblivion was a good idea, and I suppose that I aggree with them. I would like that they made it optional though. Perhaps, at the start of the game, we can answer yes or no to a tutorial. I had an idea that I thought would work for it. In order to make it unessential, with pretty much no missed lore if skipped or random instruction out of nowhere, Beth should make the tutorial a dream.

The game could begin with the character awakening, but first they could have the tutorial dream before they are awake. You could be in dreamland at a happy cottage, where you're told to mix up a potion, pick a tricky lock, all kinds of stuff, when all of a sudden it goes sour. A group of scary bandits are knocking at your door. You practice your speechcraft and buying yourself some time. You spot a small opening that goes behind the house, now its time to practice stealth and combat.


Or just save before you exit the sewers...
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Fri May 13, 2011 3:43 pm

Or just save before you exit the sewers...

He's talking about for the next game, which I thought was obvious considering the thread were in.
User avatar
hannah sillery
 
Posts: 3354
Joined: Sun Nov 26, 2006 3:13 pm

PreviousNext

Return to The Elder Scrolls Series Discussion