TES V Ideas and Suggestions #170

Post » Fri May 13, 2011 8:36 am

Welcome to TES V Ideas and Suggestions # 170

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.

http://www.gamesas.com/bgsforums/index.php?showtopic=1068896
http://www.gamesas.com/bgsforums/index.php?showtopic=1070974
http://www.gamesas.com/bgsforums/index.php?showtopic=1071845
http://www.gamesas.com/bgsforums/index.php?showtopic=1073698
http://www.gamesas.com/bgsforums/index.php?showtopic=1075858
http://www.gamesas.com/bgsforums/index.php?showtopic=1077394
http://www.gamesas.com/bgsforums/index.php?showtopic=1078557
http://www.gamesas.com/index.php?/topic/1080894-tes-v-ideas-and-suggestions-thread-%23157/
http://www.gamesas.com/index.php?/topic/1082671-tes-v-ideas-and-suggestions-thread-%23158/
http://www.gamesas.com/index.php?/topic/1084035-tes-v-ideas-and-suggestions-thread-%23159/
http://www.gamesas.com/index.php?/topic/1085256-tes-v-ideas-and-suggestions-thread-%23160/
http://www.gamesas.com/index.php?/topic/1086102-tes-v-ideas-and-suggestions-thread-%23161/
http://www.gamesas.com/index.php?/topic/1087658-tes-v-ideas-and-suggestions-thread-no-162/
http://www.gamesas.com/index.php?/topic/1089003-tes-v-ideas-and-suggestions-163/
http://www.gamesas.com/index.php?/topic/1090035-tes-v-ideas-and-suggestions-164/
http://www.gamesas.com/index.php?/topic/1090714-tes-v-ideas-and-suggestions-165/
http://www.gamesas.com/index.php?/topic/1092018-tes-v-ideas-and-suggestions-166/
http://www.gamesas.com/index.php?/topic/1094008-tes-v-ideas-and-suggestions-167/
http://www.gamesas.com/index.php?/topic/1096483-tes-v-ideas-and-suggestions-168/
http://www.gamesas.com/index.php?/topic/1099525-tes-v-ideas-and-suggestions-169/
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Lisha Boo
 
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Post » Fri May 13, 2011 7:12 am

Suggestion for Fast Travel in TES:V:
Oblivions fast travel system really dumbed down the game for me. I don't care if it's optional; it's still a choice, therefore dumbing the game down.
Yeah, I'll admit, sometimes it was nice being able to wisk yourself off to anywhere you wanted at no cost to yourself whatsoever. But that really takes away from the depth of the game, it makes exploring not essential, and takes away from the general epic feel of the game, considering 90% of the game world wasn't even needed for the main quest, mostly just towns, and a few dungeons.
My suggestion for the travel system in TES:V is:
-Morrowind style travel between cities; carriages, boats, etc.
-Spells that take you to certain places you've visisted, via Mark/Recall
-A teleport system worked into the Mages guild. Members of the guild get free passage; All other people must pay a fee, similar to that of a boat fee or carriage fee.
I pretty much think that's all there needs to be. And someone who isn't educated in the magical skills of those spells shouldn't be able to use them, ie Warriors etc shouldn't be able to teleport themselves. That's just stupid.
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Erin S
 
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Post » Fri May 13, 2011 6:57 am

I think a cool be feature would be real life prey system, like stronger creatures prey on the weaker ones and so on.
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Steve Fallon
 
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Post » Fri May 13, 2011 5:44 pm

I've never thought about that. Critters and monsters actually preying on themselves. That could open up a whole new RPG style not really present in the previous TES games: Hunting!
Yeah, you could hunt in TES:IV and TES:III, but not to the extent where it's like real life hunting.
-Tracking
-Setting traps
-Determining where a certain enemy is, based on many things like climate, weather, food sources, etc.
That could be really fun.
I think it'd be cool if wolves and bears etc would retreat into caves during a thunderstorm or something, and while exploring you'd find one in there! Scary.
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Peter P Canning
 
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Post » Fri May 13, 2011 7:47 am

I've never thought about that. Critters and monsters actually preying on themselves. That could open up a whole new RPG style not really present in the previous TES games: Hunting!
Yeah, you could hunt in TES:IV and TES:III, but not to the extent where it's like real life hunting.
-Tracking
-Setting traps
-Determining where a certain enemy is, based on many things like climate, weather, food sources, etc.
That could be really fun.
I think it'd be cool if wolves and bears etc would retreat into caves during a thunderstorm or something, and while exploring you'd find one in there! Scary.


So sick, lovin' the idea :goodjob: then it would actually be useful to poison your arrows and such (atleast I never poison my weapons, cause I feel that it's a waste of time to spend poison on one shot) but in this case it would make sense since in real life hunting you should, ideally,kill your prey in one shot.
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stephanie eastwood
 
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Post » Fri May 13, 2011 8:19 pm

A better designed map. Probably been discussed already(but with 170 pages, what hasn't?), but part of what ruined Oblivion for me was the shoddily designed map. Cyrodiil wasn't much bigger than Morrowind, but Bethesda insisted on attempting to realistically model the landmass, while in Morrowind Beth knew their limitations; that the landmass was simply too small to attempt to model it realistically. Instead they intelligently placed cliffs and hills(dunes?)with the intention of obstructing the players view, successfully giving the player a sense of a larger scale Oblivion simply could not match, even with its draw-distance and pretty blooms.

Beth with TESV needs to either create a significantly larger world, or design the landmass accordingly.
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Fluffer
 
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Post » Fri May 13, 2011 6:55 am

Another suggestion I have is:
-A cloth map, instead of a paper one. That would be just freakin' awesome. Even if it cost 5 bucks more, I'd pay it.
-Preset faces. I hate having to start over with every character, I end up making them all look the same. Now, I am not bashing the face gen they have for you in OB, I quite like it. But I wish there were a few pre set faces to choose from.
-Tattoos, for the body, and face.
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Jodie Bardgett
 
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Post » Fri May 13, 2011 10:47 am

I've never thought about that. Critters and monsters actually preying on themselves. That could open up a whole new RPG style not really present in the previous TES games: Hunting!
Yeah, you could hunt in TES:IV and TES:III, but not to the extent where it's like real life hunting.
-Tracking
-Setting traps
-Determining where a certain enemy is, based on many things like climate, weather, food sources, etc.
That could be really fun.
I think it'd be cool if wolves and bears etc would retreat into caves during a thunderstorm or something, and while exploring you'd find one in there! Scary.


This would be awesome. One of the mods for Oblivion makes it so different creatures fight each other, and it makes the world infinitely more realistic. More options for hunting would take it even farther, and make playing as a Ranger much more rewarding.

Oh, and this is kind of off topic, but if you're an alchemist of some skill poisoning your weapons is actually really, really useful. Realistically, though, if I were trying to take down a deer with a poisoned arrow I'd worry about the meat getting poisoned...
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Bethany Watkin
 
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Post » Fri May 13, 2011 4:51 pm

-Tattoos, for the body, and face.


There should be tons of unique features, such as tatoos, scars, birth signs, acne, rinkles (sorry if mispelled) etc...

Also since the only reason stopping TES to have beards was Sheogorath demanding only he could have one, due to SI the original Sheogorath is gone so there should be beards.

There should be more eye colors, like variations of the classic green, blue and brown, such as hazel, forest green, teal etc...

I think ytou should also be able to make tattoos during the game and also if you were injured in a battle and didin''t cure yourself (through spell or potion) in say...a day you would gain a scar, which could disappear if you visited a doctor (mage or somehting)....
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Suzie Dalziel
 
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Post » Fri May 13, 2011 6:19 pm

I'm not asking for it to be an MMO, but I would love for it to have party play.
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jason worrell
 
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Post » Fri May 13, 2011 4:46 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.
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Siobhan Thompson
 
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Post » Fri May 13, 2011 5:25 am

I'd like it if characters could farm. Plant your own garden, raise chickens and sheep ... like Harvest Moon. Except if the chickens got on your nerves you could slaughter them and make pie.
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Elisha KIng
 
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Post » Fri May 13, 2011 7:09 pm

I'd like it if characters could farm. Plant your own garden, raise chickens and sheep ... like Harvest Moon. Except if the chickens got on your nerves you could slaughter them and make pie.

:thumbsup:
Yes cooking and farming.

And crafting, while we're at it. Metal crafting wood crafting bone crafting. All that good stuff.
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Quick Draw III
 
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Post » Fri May 13, 2011 5:53 pm

:thumbsup:
Yes cooking and farming.

And crafting, while we're at it. Metal crafting wood crafting bone crafting. All that good stuff.

Yeah, I approve. I'd like to be able to become a blacksmith and make my own armor, go out and gather the materials, etc.
That'd be really sweet.
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Alexander Lee
 
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Post » Fri May 13, 2011 7:51 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.
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Cathrine Jack
 
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Post » Fri May 13, 2011 6:16 pm

Another suggestion I have is:
-A cloth map, instead of a paper one. That would be just freakin' awesome. Even if it cost 5 bucks more, I'd pay it.

I don't know...the Dragon Age cloth map was so crappy that I don't think I would want any more of that...

Of course if Beth decides to spend more money on higher quality cloth maps (which would probably only be in a Collector's Edition), which seems unlikely, they probably wouldn't make many.
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Alexandra Ryan
 
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Post » Fri May 13, 2011 2:41 pm

I don't know...the Dragon Age cloth map was so crappy that I don't think I would want any more of that...

I don't know, I've seen a cloth map that looked super awesome before, and it'd be badass to have a TES cloth map I think.
Take this Twilight Princess http://farm5.static.flickr.com/4047/4191111291_c5fa76b53e.jpg for instance. I think that looks awesome. Imagine a TES cloth map, stained to look old and used and whatnot, that'd be really cool.
Think of it as a Collectors Edition only thing maybe. I'd buy it.
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Cccurly
 
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Post » Fri May 13, 2011 7:01 pm

TES V needs a selection of maps to either choose fom, buy, or unlock throughout the game.
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Chenae Butler
 
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Post » Fri May 13, 2011 4:10 pm

Bethesda should improve the a.i so npcs will finally stop walking into walls and they need to improve distant lod(it's just so dotty)
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Nina Mccormick
 
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Post » Fri May 13, 2011 4:00 pm

About hunting; I'd like for there to actually be an advantage to hunting. At the moment, all I'll get is a bear pelt, or a bit of venison. Not worth it. Hides should be a nice bit of income, and a crafting system could be utlilised for the need of bones or something.
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Harry Leon
 
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Post » Fri May 13, 2011 8:07 pm

About hunting; I'd like for there to actually be an advantage to hunting. At the moment, all I'll get is a bear pelt, or a bit of venison. Not worth it. Hides should be a nice bit of income, and a crafting system could be utlilised for the need of bones or something.

Yeah, I agree. I had a thought about this while I was lying in bed last night after getting off the forums.
I think it'd be neat to have a Hunters Guild of sorts. It's no the Thieves Guild, but it's not the Fighters Guild either. A guild of guile, mastery, and marksmanship.
Quest to hunt; turning in pelts for a substantial amount of gold, or using it to craft furs and the like.

I think it'd also be really neat if there was some sort of Beast Mastery system, where you could tame a pet. Imagine skulking through the frozen tundra of Skyrim with a pet snow leopard at your disposal? Sending it in for a distraction, then aiming your bow high to the right just a tad, to factor in wind resistance? Then bam, a kill shot from your poisoned arrow, dragging the corpse back to the city?
Yeah, that sounds like my kind of hunting system.
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Grace Francis
 
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Post » Fri May 13, 2011 5:03 am

I agree. Hunting is not worth it in vanilla. 1 venison = 1 Septim. It takes 1-3 arrows to kill a deer. 1 arrow = 1 Septim. Its just not worth it. Better to just stab them with a sword... But still, not worth it. OOO fixes some of that, but they are still slightly too cheap.
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Rebecca Dosch
 
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Post » Fri May 13, 2011 5:42 am

About poisons: Why does it take a whole bottle o' poison to poison one arrow? Based on whatever weapon you are poisoning you should get so many usages out of one bottle.
Arrow: 10 usages
Dagger: 8 usages
Short sword: 7 usages
and blah blah blah

Would be way better to see something in the realm of this.
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Valerie Marie
 
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Post » Fri May 13, 2011 3:19 pm

Solution To Essential NPCs

In Arcanum: Of Steamworks and Magick Obscura, you can use a spell called Conjure Spirit to force the spirit of a deceased back into the world of the living, you can then question them about the same things as when they were alive.

How is this not the most awesome solution to the whole Essential NPCs problem? Now there's no need to have them essential because you can get them back!
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lucile
 
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Post » Fri May 13, 2011 6:46 pm

Solution To Essential NPCs

In Arcanum: Of Steamworks and Magick Obscura, you can use a spell called Conjure Spirit to force the spirit of a deceased back into the world of the living, you can then question them about the same things as when they were alive.

How is this not the most awesome solution to the whole Essential NPCs problem? Now there's no need to have them essential because you can get them back!

I don't see anything wrong with that. How would it work though? Perhaps there'd be some kind of graveyard that'd spawn a grave each time an NPC died, and I'd have to cast the spell there? Having a list of every named NPC you've killed would be extrememly messy and awkward.
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Angela
 
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