TES V Ideas and Suggestions # 171

Post » Fri May 13, 2011 11:50 am

If you succesfully hit an opponet with a sword, axe, or mace, if it hits hard enough and gets lodged in bone, or muscle you should have to yank the spike/blade out.

I want destruction (maybe even alteration) to be removed and replaced with the Elemental category:fire, earth, water, flesh, nature

Guild Wars style leather armors like this http://wiki.guildwars.com/images/2/2b/Ranger_Krytan_armor_m.jpg for my ranger.
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Ross
 
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Post » Fri May 13, 2011 5:17 pm

Although I always figured that the character in Oblivion just mastered the spell when he bought it, I don't want some spells to be artificially locked from use, I didn't like that. If spells should not be locked from use, a chance of fail is needed, because you shouldn't just be free to tamper with powerful spells as a amateur, without powerful consequences. Powerful fireballs might have a chance to burn your hands, or explode prematurely. Stuff like that. All out failure of the spell should only happen if you're dealing with something waaaay out of your league.

I like what you're saying about the chance to harm you but I think it should be the other way around of what you mentioned. All out failure should occur when your only an amateur trying spells that are slightly out of his league, and something like causing harm would be better off if you were doing something stupid, like a mage with 40 destruction trying to cast God's Fire.
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Life long Observer
 
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Post » Fri May 13, 2011 2:38 pm

You are probably the only person on this forum I've never disagreed with.

Hmm... I need to try harder! :P
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Laura Cartwright
 
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Post » Fri May 13, 2011 3:51 pm

Hmm... I need to try harder! :P

Please don't it saves me time and keeps my blood pressure down when I go into a thread intending to reply to something and find you have already done it and I agree with what you said. :laugh:

Anyway, fail chances... I think we need more of em too. In quests especially, speechcraft should be more useful. Please Beth, no speechcraft minigame. Please Please Please. I sorta like Speech in Fallout 3 and influencing the outcome of certain quests. However they should be amplified, both in quantity and quality.
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Kill Bill
 
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Post » Sat May 14, 2011 12:36 am

I like what you're saying about the chance to harm you but I think it should be the other way around of what you mentioned. All out failure should occur when your only an amateur trying spells that are slightly out of his league, and something like causing harm would be better off if you were doing something stupid, like a mage with 40 destruction trying to cast God's Fire.


I see your point, I'm kind of seeing it akin to an obstacle course, if you an amataur dealing with something a little out of your league, you might twist an angle, or get a bruise or something like that, but if you're dealing with something far out and dangerous, there's a chance you'll not only get hurt, you'll also not likely complete it at all.

Imagine a critical fail on a recall spell :laugh: random destination *puff!* 1000 feet above ground. AAAAAaaaaaaaaaaaa!
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Horror- Puppe
 
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Post » Fri May 13, 2011 7:30 pm

Anyway, fail chances... I think we need more of em too. In quests especially, speechcraft should be more useful. Please Beth, no speechcraft minigame. Please Please Please. I sorta like Speech in Fallout 3 and influencing the outcome of certain quests. However they should be amplified, both in quantity and quality.

I must say, if anything, if fail chances aren't implemented, I beg you, Bethesda, don't let my Orc barbarian excel at Speechcraft and Lockpicking without any form of training. It annoys me how any character of mine can get disposition up, and unlock any door without once failing. These tasks should be hard without practice.

A critical recall failure? I must admit, that would actually be pretty awesome. I know I'd like that.
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Leah
 
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Post » Fri May 13, 2011 8:53 pm

You do realise that Oblivion is the only game in the series where you had no chance to fail? The games have always been a character skill based game, before Oblivion. NOT player based. If I have low stats, I shouldn't be able to do anything any time I want. Also, if failing is implemented, you will likely get 100% chance on every spell at the same time as you'd get the ability to use the new spell, if there is failure. I doubt we'll get back the great failure chance morrowind had. Hopefully It'll be modable, anyway. ^_^



Compare that to past Elder Scrolls games. Oblivion is far too player based skill orientated, imo.

Anyway, that's not really the point. The point is that Pupp doesn't want any limits on mages. Fail chances don't put limits on mages, rather they give more to mages, without inbalancing the game.



Although I always figured that the character in Oblivion just mastered the spell when he bought it, I don't want some spells to be artificially locked from use, I didn't like that. If spells should not be locked from use, a chance of fail is needed, because you shouldn't just be free to tamper with powerful spells as a amateur, without powerful consequences. Powerful fireballs might have a chance to burn your hands, or explode prematurely. Stuff like that. All out failure of the spell should only happen if you're dealing with something waaaay out of your league.


You're right, i've been playing too much Oblivion, have to get back to my Morrowind roots, i'd completely forgotten about how much better morrowinds spell system was. A fail chance would be good,if it had Daydarks system, except my addimendum would be that slightly out of league spells would maybe have a lesser effect or be a little out of wack, veering or summoning an unexpected creature, while way out of league spells have spectacular disasters like blowing you clear across town or summon a daedra lord, a very angry daedra lord :P
that being said i think some spells should not be avaliable to low lvl mages, maybe they can make it so as a master, other masters will tell you of the location to stuff like god's fire or something even more powerful

Another thing i would like is to be able to mix and match your spells, but maybe not always to your expectations so you experiment and try and make cool spells but maybe some backfire, so mages actually could be knowledgable by having to find books to make a good combo or something like that.
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Casey
 
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Post » Sat May 14, 2011 12:03 am

Chance of failure with spells (but no lockage from use)

Die-rolls.
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Kristina Campbell
 
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Post » Fri May 13, 2011 3:59 pm

You're right, i've been playing too much Oblivion, have to get back to my Morrowind roots, i'd completely forgotten about how much better morrowinds spell system was. A fail chance would be good,if it had Daydarks system, except my addimendum would be that slightly out of league spells would maybe have a lesser effect or be a little out of wack, veering or summoning an unexpected creature, while way out of league spells have spectacular disasters like blowing you clear across town or summon a daedra lord, a very angry daedra lord :P
that being said i think some spells should not be avaliable to low lvl mages, maybe they can make it so as a master, other masters will tell you of the location to stuff like god's fire or something even more powerful

Another thing i would like is to be able to mix and match your spells, but maybe not always to your expectations so you experiment and try and make cool spells but maybe some backfire, so mages actually could be knowledgable by having to find books to make a good combo or something like that.


Oh man there's so much fun to be had with failures on some of the magic schools. your take on conjuration

"Summon Clannfear!" *Sheep appears*

a realistic lesser fail on a summon would be a creature which is just hostile to all.
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Margarita Diaz
 
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Post » Sat May 14, 2011 1:21 am

yea but hopefully its pointed at the enemies first :P
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Manny(BAKE)
 
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Post » Fri May 13, 2011 10:26 pm

Things I'd like to see in TESV

1. The ability to dual wield. (Oh god, please put this in, Bethseda!)
2. Be able to attack on your horse.
3. More weapons types like Spears and Polearms
4. Crossbows
5. Be able to explore all of Tamriel. (Who am I kidding? They'll never implement this!)
6. More variety of voices. (Damn it, don't make the Nords and the Orcs sound exactly the same! Make the Orcs sound more like the Warcraft Orcs or make the male dumner sound more like they did in Morrowind)
7. More thought out questlines. (For example, something should've been done with Aldos Orthan's house after you finish that questline. But NO! That guard stays there forever. It should've been put up for sale or something)
8. Flying/Underwater Mounts (Don't think they'll implement this)
9. Bring back the spells from Morrowind (Levitation, teleport)
10. Better ragdolls. (Seriously, ragdolls should not fall that slowly)
11. Change the dialogue system.
*I'm a modder. I'd like for my character to be able to have the first/last word in a conversation,
*increase the character limit for your responses and other people's dialogue,
*give creatures the ability to speak to me like a normal NPC can. They got this one down in FO3 and I have very little doubt they'll but it in this one.
*make it easier to lipsync our dialogue! I know there's a workaround, but it's such a hassle
*Put in speech challenges and skill checks from Fallout 3
12. More races. (Doesn't necessarily have to be playable. I'd like to see the Solad, for instance)
13. Give us back the ability to put armor under our robes and clothes under our armor! (Why was this even taken out?)
14. For the love of God, don't put in a level cap!
15. Custom mod support for console versions! So that console players can play 3rd party mods (Never going to happen!)
16. Bring back the ability to mismatch our armor.
17. More creatures. (What I really liked about Morrowind was the variety of creatures. I'd like to see creatures that fly high in the sky, if they don't turn out to be as annoying as the Cliff Racers)
18. More variety of ruins. (I really liked the Dwemer ruins in Morrowind)
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Louise Dennis
 
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Post » Fri May 13, 2011 7:13 pm

I think they should have fairies in the next one.
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brenden casey
 
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Post » Fri May 13, 2011 7:22 pm

I like the ideas about magic not failing but backfiring, maybe we could have a combination of both where you can pull off casting the spell but also hurt yourself in the course of casting it in addition to it just straight up backfiring on you. Then it would not be just just black and white you would have fail, succeed but sort of failing a little bit, and then completely success. This could make some interesting spells like a master destruction spell that one can just massacre people but you would have to sacrifice a little bit of yourself to accomplish that.
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Kara Payne
 
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Post » Fri May 13, 2011 6:11 pm

Things I'd like to see in TESV
17. More creatures. (What I really liked about Morrowind was the variety of creatures. I'd like to see creatures that fly high in the sky, if they don't turn out to be as annoying as the Cliff Racers)


Idk why people hate the Cliff Racers so much, maybe i jsut didnt get around as much but they were never a problem for me. They'd attack me no more often than other animals.
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SWagg KId
 
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Post » Fri May 13, 2011 7:18 pm

Highly important

Flexible cloth (Assassin's Creed cloak > TES Robe)
Enlarged Bestiary (almost everything under the sun)
Revised leveling (no multipliers. Talos commands it)
New speechcraft system (because The Elder Scrolls Morrowind is the greatest game in the history of the universe., Oblivion svcked in new ways, and it needs to be a much more commonly used skill than FO3)
NPCs sleeping under blankets, and in actual sleepwear.
NPCs selecting the appropriate non-apparel for the "naked Nord" gag. Or drop the gag. I don't care, as long as when people tell me "yeah, Mad Ragnar runs around at night in a frilly pink dress", then when I see him running around at night, he's not in chainmail... but a frilly pink dress.
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Kaley X
 
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Post » Fri May 13, 2011 6:03 pm

Idk why people hate the Cliff Racers so much, maybe i jsut didnt get around as much but they were never a problem for me. They'd attack me no more often than other animals.

It's the sheer fact that there was a cliff racer attacking you every step you took.
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Lance Vannortwick
 
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Post » Fri May 13, 2011 6:03 pm

..

However, if the objective is to have the chance of a hit represented by the character skill. Then Character skill should also overrule player skill when you're lousier than your character is, ergo, if you miss where based on your characters skills, it is not reasonable that you should have missed, character skill should overrule player skill as it does in the case of player skill > character skill, and it should make it a hit. This is not represented in morrowind, understandably, because it is also impossible. ergo, the system is broken.

So what I am proposing, is a system where player skill always hits, and then factor in character skills/stats in some other way. i.e. what happens when you hit.

Consequently, this is also what your proposing. I think. I'm confused at this point.

I'm confused with this more than you. :P

You're describing the system as broken. I say it is a fair sacrifice. Do you want dodging(missing) to be a part of the game? You see, it is impossible to fix player miss, but that certainly not an excuse to bring full contact system of Oblivion's. A computer is faster than light!!! What you think as a perfect hit may turn into a miss. It is decided on the fly. This is a physics based system. If you want dodging be part of the game then I think you would like the system I am planning. Bad thing I am not a dev. :P

Can't argue with that. I've actually thought of one skill not only being governed by a single attribute. Like you say, short blade needs speed, but also intelligence, or agility for that matter.

Direct: Speed and agility can affect gameplay, possible swinging numbers. Indirectly: Intelligence affecting where you aim, lethal damage points.

I don't think the issue is to eliminate player skill, it is to have character skill have the greatest impact, for worse, and better, and I don't think that this can be done by tampering with Hit chances, but I think it can be done by making character skill count when you hit. Then it doesn't matter that player skill guarantees a hit, because character skills rules the world that is how you hit.

I think it is my bad wording. I am playing The Witcher(or should I say I quit playing it). In it, you have to click the mouse button when cursor turns into a flaming arrow. OK, this makes me feel like a moron. I can get a monkey and train it to do that for me. I want tactical and realtime control. They offer me different types combat options just to click a mouse button. I want to be able to swing when I say so. Combat is also a part of my roleplaying. It is not like all I want is to do hard work of clicking mouse buttons. I can enhance/loose my combat with my own role playing if they give me the control. OK, I admit. I want action. My action philosophy demands more misses and satisfying hits.

If we don't include the hit chance(this is not pure luck, this has a formula)... You said "worse and better",
skill 20 -> hit point 4
skill 70 -> hit point 40.

This has no worse. Worse part is now player skill of clicking the mouse button 60 times in a minute will ruin immersion. 4 x 60 = 240 hit points.

As long as you don't have misses/dodges/blockings/armor protection, you can't fix this problem. But we can still use skill for deciding the final damage.

Level scaling is like that too. In a system where leveling is seen as going up, PC will always turn into a god. If you scale the world to PC level, again you killed your RPG's immersion. Worse part can't be there even if you limit it or halve it. Leveling down must be there to complete ying yang. I'm always giving the prison stat penalties. Untrained skills go down. This can fix everything. Your character will mature in time. (side effects of long posts)


I haven't seen rob roy or princess bride, so I wont click them. I have the princess bride coming tomorrow from amazon, so I really won't spoil the experience, but if I like princess bride and the others are like it, I might buy them as well :D

I love fencing duels.

I'm glad you didn't click them. I would feel bad if you do. Liam Neeson and Tim Roth are great in Rob Roy. You can check great duels, it is mostly about dodging and fatigue. Hit chance is always there but it happens a couple of times and when it did, it is lethal. There is always a great sense of danger in a system like this. It is both realistic and fits our need of a stat system. Here I found one with ending part cut. Slight spoilers, I guess.
http://www.youtube.com/watch?v=7oABf9GOJiM

I have to see those again.

In any case, I think we're saying the same thing, only differently...if that makes sense.

I think so too. You have to play the game I imagine. I am sure you will like it.



Cliff Racer problem. Animal AI. If I have a sheathed bow, I expect them not to attack me. I play this game called http://www.thehunter.com/pub/.. I played for hours, I didn't see one living animal. I expect the wild life being a little unreachable like that. Smart in camouflaging too.
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Benji
 
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Post » Fri May 13, 2011 2:39 pm

The Hunter..seems interesting, i might try it.
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Jessica Nash
 
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Post » Fri May 13, 2011 11:29 am

I like the ideas about magic not failing but backfiring, maybe we could have a combination of both where you can pull off casting the spell but also hurt yourself in the course of casting it in addition to it just straight up backfiring on you. Then it would not be just just black and white you would have fail, succeed but sort of failing a little bit, and then completely success. This could make some interesting spells like a master destruction spell that one can just massacre people but you would have to sacrifice a little bit of yourself to accomplish that.

What? People don't like spell failing because it's "annoying". Spell backfiring would be even more annoying!

I mean, I'm fine with backfiring, but this is no work around for the various action gamers who, for some reason, are ruining playing an RPG.
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Dorian Cozens
 
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Post » Fri May 13, 2011 8:31 pm

Any spell failure mechanism needs to be quite... gradual, I guess.

Think of it this way: Morrowind made it "unrewarding" to act out a character attempting to practice a skill that wasn't built up.

Oblivion made it absurdly easy to level anything that wasn't Restoration or Destruction. And the latter is simply "lack of cast on self spells". Meaning you made custom ones, which meant being part of the Mage's Guild.

The latter is desperately in need of both balance and a bit of restraint, while the former led to "kill stuff, sell loot, buy skill levels", which is unsatisfying to me.

So what's the solution?

Well... how about this approach as a "compromise and let the people who refuse to consider anything other than exactly what they want find a new hobby"? As a "basic approach".

1. Spells have both indivudal levels and tiers. (Think Morrowind min lvl to succeed and Oblivion "can't cast until", but they'll be applied differently)
2. the individual level is the point at which the spell just plain works.
3. The tier governs EPIC FAIL.
4. Total spell failure is rare (getting away from Morrowind's overly strict system).
5. Spell failure usually manifests in "underperforming" (reduced effect or increased cost or both), but can include partial cost+no effect, full cost+no effect, and magicka =0. More effects CAN be added, but it should be noted that this is still going to be rare.
6. EPIC FAILs should be "special" and unique. Warhammer 40K unique. Like Conjuration should summon a giant claw that crushes you kind of special. Because casting a master spell at skill 5 SHOULD be amusing when it backfires.
7. If a spell is level 37 and your skill is 26, that's "same tier" and not subject to epic failures, only regular ones with the bulk of "Failures" being low-yield casts.
8. If the spell is level 73 and your skill is 5, you're putting a wanted ad out for an EPIC FAIL.
9. The larger the gap in both tier and level, the more likely a failure, and the higher the order of failures you could expect. (Ex. a lvl 49 spell at lv. 25 has a much greater chance of "no effect + magicka wipe" than a lvl 26 spell, which should usually work).

Adapt as you see fit, but I think it's a reasonably fair attempt to mitigate what I see as the flaws in the last two systems...
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Cassie Boyle
 
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Post » Fri May 13, 2011 12:04 pm

What? People don't like spell failing because it's "annoying". Spell backfiring would be even more annoying!

I mean, I'm fine with backfiring, but this is no work around for the various action gamers who, for some reason, are ruining playing an RPG.


If you don't understand why some people you don't consider Rpg players, seem to play Rpgs, then perhaps the problem is with your system for labeling players.

There are failures in some action games too, Far Cry 2 had weapons jam if you didn't manage their condition.

It was annoying (in morrowind) because it was too absolute, it was either total success or total failure. That is the annoying part. Not the failure part, it was only how it was implemented.

Relative Failure is the way to go. Once you've done a reasonable amount of magic (maybe of a particular school), you're just not gonna fail completely at some spells. Even if you do have a chance at failing. It's like cooking, if you're used to cooking but is trying out a new dish, then there's just no way you'll ruin it completely.

I wouldn't mind a barbarian having a chance of Absolute Failure (nothing happens + loss of mana) or Critical Failure (backfire + loss of mana) on a simple fire ball, preferably a high chance actually. I mean this is the whole point of having failures, it's to define the characters so that you can't be a master of all. It's so when the barbarian loses his axe, he can't just whip out a magical spell, he's gonna have to way in the consequences of that decision. "do I really wanna do that, or should I look for other opportunities."
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Ruben Bernal
 
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Post » Fri May 13, 2011 2:47 pm

The paintings hanging in the walls of TES IV really svck.
I play X box 360 version and when i save, what i see is also saved.
Like a painting next to the file. I have saved numerous files just for the sake of the image.
This save file picture could be brought to decorate my walls in TES V
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LittleMiss
 
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Post » Fri May 13, 2011 3:38 pm

I like the idea of :

More guilds, more and new skills like smithing (so you can customize your own armor and weapons), training animals (dragons would be awesome to fly on), mounted fighting, better perks for Magics (exp: Resteration Novice Spell cast cost normal, Apprintace spell cast cost 75%, ext), Security Perk have Master to where your lock pics do not break.

This is my main idea:

The leveling up system. Have it to where there is no more major or minor skills, Instead have it arranged like Master, Expert, Journyman, Apprintace, and Novice skills.

Master - at 100 so you can not get it up (with exception of magic, ext.)

Expert- get 5 expert skills up one level to level up exp: Hand to Hand lvl 75>80 you get up a level

Journayman - get 10 skill up one level

Apprinyace - get 15

Novice - get 20

Also have no Caps on max level, and Attrbutes (Strenght, Luck, ext.) So that away you can grow for a very long time.

As for Luck program Luck to get up +5 if you get and choose 3 Attributes (when leveling up) +5 so that away luck does not take forever to get up high.

Also take away the limited training or at least make it a little higher like train 10 times a level instead of 5.

Make the game more sratigic:

Add more skills like pick pocketing (so not only do you have to have stelth but a good pickpocket skill as well, Parry (there is a button that does nothing on the Xobx version LB) Have it to where is you time it right you deflect the enemies attack and it gives you the chance for a fast attack. Bring enchant back (If Master Soul gems do not get destroyed, constant effect, can have more points on iteams [so you can have comilion 100% on a ring]) and make it to where you can enchant with out the alter like in morrowind and if you are the one enchanting it should cost no money. Also have enchanting more than the enchant skill, have it to where if your illusion for example is at master (can now enchant illusion spell at their best exp. Chemelion 100%, telecanesis 100ft. on target ext.)

Also set skill prerecqusits for guild ranks again it made the game more challenging.

My last thing is the Signs have it to where you can customize your signs.

For this you could have a "points" system you start with X amount of pionts. Posative effects cost points, and negative effect gain points.

Have things like spell absorbtion, powers, increased attributes, ext.

Those are my thoughts ;)
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Claire Vaux
 
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Post » Sat May 14, 2011 2:37 am

This has probably come up already, but I would like to be able to become a vassal for a ruler of a city. Each city would have a different questline, which involves undermining the other cities, either via sabotage or spreading dissent among the populace, and at the same time, promoting your own city. You could encounter the vassals of enemy cities. When you encounter a rival vassal you could either kill him, or try to convince him to join you.

The for the final quest you could be sent to assassinate the ruler of the biggest rival of your city.

Once you complete the questline, you would be given a large estate right outside the castle.
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Rachel Tyson
 
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Post » Fri May 13, 2011 6:03 pm

Pheyts they won't change the leveling system. Its the Elder Scroll's signature system and they've used it throughout all of their games. No other game has this system.
It would be a nice idea for say... another spin-off game?

What do you mean by signs? Customizing them? Please elaborate on this idea.
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Soraya Davy
 
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