TES V Ideas and Suggestions # 171

Post » Fri May 13, 2011 6:33 pm

The thing that blew me away about Elder Scrolls in the past was the fact that NPC's had daily routines that you could set your watch to and that it wasn't a bunch of faceless characters that simply existed while you were around. I mean, in theory they were still there while you were on the other side of the map (just not loaded of course). It gave such a sense of guilt if you were to kill them, because now you never see that character again, their daily routine never goes fulfilled.

If they decide to make another one, they should add to this element. If I were to kill some harmless farmer in a small village through the countryside, and there was one witness, he could run off to tell everyone. Maybe they have no guard watchmen, but the small community would recognize that I killed that person and recognize me as a murderer. Businesses would either close their doors to me or buy from me for much less. Of course, you could always have missions to help your case and they'll open their doors to you again.

NPC's would not only have their own lives, but a connection to other community members. And infamy would actually have a real negative value. I mean, murder has consequences.
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luis dejesus
 
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Post » Fri May 13, 2011 3:07 pm

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.

Yes, that would be Morrowind's method. I currently have a character that has a roughly 60% chance to cast Recall, and it will be higher, the more he trains Mysticism.
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OJY
 
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Post » Fri May 13, 2011 7:43 pm

Yes, that would be Morrowind's method. I currently have a character that has a roughly 60% chance to cast Recall, and it will be higher, the more he trains Mysticism.


I think he wants something a little better, where unless you're casting a spell out of your league it just isnt as good or has an unexpected effect, instead of just all out failing
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steve brewin
 
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Post » Fri May 13, 2011 7:20 pm

Like to see creatures from past games. Like Nix Hounds, Guars, Kagouti's, definitely Netchs (would be awesome to see with today's tech.), Alits, Ogrims!!! I know these were all on Vvardenfell in Morrowind. But I think it would be likely that someone in the Empire would collect exotic creatures or those who would like to hunt them would bring them over and release them into the wild. I know foxes have a similar history of being brought into countries just to be hunted.

And of course new creatures. No idea where to begin with new ones. Maybe some that try to camouflage with their surroundings. Of course flying creatures, preferably innocuous ones. As Cliff Racers were very annoying. There was virtually no way to escape from them and they were everywhere. More sea creatures too. Maybe actual fish, as I find it unlikely that all bodies of water would be almost void of life. And implementing some form of hunting. It seems as though you should be able to make a steady income by selling pelts and meat to shops. That's one thing I didn't like, the lack of ways to make money. Sure making some gold was easy, rob people, plunder dungeons or do quests...but those are about the only ways to make gold. Seems like hunting and foraging would pull in some decent gold, as would mining minerals.
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SamanthaLove
 
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Post » Sat May 14, 2011 1:58 am

I think he wants something a little better, where unless you're casting a spell out of your league it just isnt as good or has an unexpected effect, instead of just all out failing

Then we keep the %60, now we have %40 fail. What can we do with it?

Morrowind's formulas
Chance = (Spell's skill * 2 + Willpower / 5 + Luck / 10 - Spell cost - Sound magnitude) * (Current fatigue + Maximum Fatigue * 1.5) / Maximum fatigue * 2Damage = Damage - Damage * ( Resistance - Weakness )/100.


Remaining %40:
%10 can be reduced effects wherever possible.
%10 can be miscast. (change the self to target(moderate, don't kill the player), change summon)
%10 can be random from same school (mostly in favor of player)
%10 can be just complete fail.

Adds up to %100.

Here is a mod that does this stuff.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6941
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Isaac Saetern
 
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Post » Sat May 14, 2011 2:34 am

The thing that blew me away about Elder Scrolls in the past was the fact that NPC's had daily routines that you could set your watch to and that it wasn't a bunch of faceless characters that simply existed while you were around. I mean, in theory they were still there while you were on the other side of the map (just not loaded of course). It gave such a sense of guilt if you were to kill them, because now you never see that character again, their daily routine never goes fulfilled.

If they decide to make another one, they should add to this element. If I were to kill some harmless farmer in a small village through the countryside, and there was one witness, he could run off to tell everyone. Maybe they have no guard watchmen, but the small community would recognize that I killed that person and recognize me as a murderer. Businesses would either close their doors to me or buy from me for much less. Of course, you could always have missions to help your case and they'll open their doors to you again.

NPC's would not only have their own lives, but a connection to other community members. And infamy would actually have a real negative value. I mean, murder has consequences.


This is a very good Idea. Im gonna add to the murder aspect of your post.

Say you kill someone's family member. Everyone would run away from you except the victims brother, daughter, son etc. These people would have different scripts to either Attack you or kneel down next to the victims corpse and cry. These people would also never talk to you again or just yell at you when they do talk. Opens up new dialog options and such.

If you kill someone with more than one hit and nobody sees it but the victim saw you then you should not be wanted.

If you kill someone and there are a few witnesses but no guard is around to see it then you should be able to kill all of the witnesses before they report you to a guard to make it so that you are not wanted anymore.

If you kill a guard then other guards should act far meaner toward you. They should have a new greeting and they should refuse to give you directions.

I can't wait till TES 5. I hope they use this stuff.
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Olga Xx
 
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Post » Fri May 13, 2011 4:27 pm

Yes, that would be Morrowind's method. I currently have a character that has a roughly 60% chance to cast Recall, and it will be higher, the more he trains Mysticism.


Wrong. What happens when you go fail that? Absolute Failure, you fail completely even though the odds are in your favor. No relative failure. When I talk about Absolute/Relative Failure, I'm not talking the chance, I'm talking the consequence. Specifically consequence relative to chance.
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Cccurly
 
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Post » Fri May 13, 2011 3:57 pm

Then we keep the %60, now we have %40 fail. What can we do with it?

Morrowind's formulas
Chance = (Spell's skill * 2 + Willpower / 5 + Luck / 10 - Spell cost - Sound magnitude) * (Current fatigue + Maximum Fatigue * 1.5) / Maximum fatigue * 2Damage = Damage - Damage * ( Resistance - Weakness )/100.


Remaining %40:
%10 can be reduced effects wherever possible.
%10 can be miscast. (change the self to target(moderate, don't kill the player), change summon)
%10 can be random from same school (mostly in favor of player)
%10 can be just complete fail.

Adds up to %100.

Here is a mod that does this stuff.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6941


Yea that formula is basically what i want, i dont want complete fails to be the most common occurance, i want misfires, wrong spells, and reduced effects to be much more common, even for spells totally out of your league, i think fails for them should be a little more common but not too much, that way i could be warned from casting god's fire at lvl 1 because it could blow me straight out of my socks and across town, or casting a high level summon because it could turn on me or go on a rampage and i ahve to pay the costs for repair if im in a town, ect ect ect
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mimi_lys
 
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Post » Fri May 13, 2011 8:21 pm

Wrong. What happens when you go fail that? Absolute Failure, you fail completely even though the odds are in your favor. No relative failure. When I talk about Absolute/Relative Failure, I'm not talking the chance, I'm talking the consequence. Specifically consequence relative to chance.


See my post above ^ Hircine :P says stuff about consequences instead of just outright failure
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Miss Hayley
 
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Post » Fri May 13, 2011 4:39 pm

First off I want Sloads... second of all I think subraces would be a good idea for instance:

Imperial: Colovian or Nibenese, Colovians would have better combat stats and Nibenese better stealth stats.
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KiiSsez jdgaf Benzler
 
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Post » Fri May 13, 2011 4:50 pm

First off I want Sloads... second of all I think subraces would be a good idea for instance:

Imperial: Colovian or Nibenese, Colovians would have better combat stats and Nibenese better stealth stats.


I gotta ask, idk if they werent in Morrowind or if i jsut never heard of them, but what are sloads?

oh and im all for more choices :P the more the merrier
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Andrew Lang
 
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Post » Sat May 14, 2011 12:32 am

I gotta ask, idk if they werent in Morrowind or if i jsut never heard of them, but what are sloads?

oh and im all for more choices :P the more the merrier


Sload = slug-humanoid necromancer race.

To date they have only appeared in Redguard.

Redguard is an adventure game produced between Daggerfall and Morrowind...

Any questions?
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Nick Pryce
 
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Post » Fri May 13, 2011 6:23 pm

Sload = slug-humanoid necromancer race.

To date they have only appeared in Redguard.

Redguard is an adventure game produced between Daggerfall and Morrowind...

Any questions?


Nope that pretty much covers it.
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Robert Jackson
 
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Post » Fri May 13, 2011 6:44 pm

  • Add script extenders' add-ons by default (of course, people will make another SE when TESV is released to add more things, but it would be easier for those who can't install OBSE, like me).
  • Better animations... please.
  • Bosses, PLEASE, BOSSES! I want to find really hard enemies (non-autoleveled, of course) in some secret places or some dungeons. They should look like unique enemies (different meshes or textures, different and unique weapons/armor, and even maybe different AI) and they should drop unique loot. I don't mind if they are big or not, I just want to beat something hard.
  • Add some new playable races (there are a lot of races more in TES lore, you can add them to the playable list).
  • Better FaceGen and head meshes. Learn from the modders!
  • Add more spell effects, like in Midas Magic or other magic mods.
  • Maybe... a critical hit system?
  • Add by default some cool places like in Unique Landscapes.
  • More voice actors, please.
  • Better interaction/consequences. I want to do missions in the DB or the TG and hear the Black Horse Courier talking about every mission I do.
  • I never look at what's my fatigue bar status. I find it useless, and probably, it would be empty. I think that fatigue should be more critical (if you haven't fatigue, your attacks should be like cutpapers and you would fall at every time), but it also should be bigger (my character gets tired of jumping FIVE TIMES).
  • Different ways to complete quests. Every quest should, at least, 2 or 3 ways to complete it.
  • Destructible AND REBUILDABLE environments. I hate when, in Fable II, you break a window or a door and nobody cares about repairing it. Of course, abandoned forts and things like that shouldn't be repaired, because nobody cares.
  • I want to feel terror in some dungeons. All zombies caves were like "oh, a zombie! Hello, how are you?".
  • I want UNIQUE dungeons. When I was in Oblivion, I ever thought that the maps of the dungeons were the same.
  • Remove compass and it's markers. Make something better to find your objective quickly, like a "radar" spell to obtain the whole dungeon map and the location of your objective.
  • Make possible to sprint. If I want to run away from an enemy, I can't use a slow-type running (to avoid a very big fatigue drain), because it would catch me. It should drain fatigue (a lot) and being a lot faster than the normal running (it should drain fatigue, too).
  • Don't autolevel in the same way that Oblivion. Remove it or find a good way to make it.
  • Hand-placed loot in almost every dungeon.
  • I want to see everything I do with my hands in first person. Like swimming or picking up something.

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Everardo Montano
 
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Post » Fri May 13, 2011 8:52 pm

Sloads! I don't care how impractical it is! Hell, just let us see a sload - I'll be quite happy with that.
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Jason White
 
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Post » Fri May 13, 2011 11:46 am

Then we keep the %60, now we have %40 fail. What can we do with it?

Morrowind's formulas
Chance = (Spell's skill * 2 + Willpower / 5 + Luck / 10 - Spell cost - Sound magnitude) * (Current fatigue + Maximum Fatigue * 1.5) / Maximum fatigue * 2Damage = Damage - Damage * ( Resistance - Weakness )/100.


Remaining %40:
%10 can be reduced effects wherever possible.
%10 can be miscast. (change the self to target(moderate, don't kill the player), change summon)
%10 can be random from same school (mostly in favor of player)
%10 can be just complete fail.

Adds up to %100.

Here is a mod that does this stuff.
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6941

Not too bad, though, I think the harder a spell is to cast, the more chance of absolute failure.

What I'd like to see is "on target" summoning spells. If there's a group of bandits gathered in one area, it would be so much easier to send my summon over there instead of having to go down there myself. Fighting your summon would cause a bandit to have a higher chance of seeing you.
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Austin England
 
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Post » Fri May 13, 2011 8:04 pm

Also it easyer to hit someone wearing heavy armour but you do less damage and some non-magical weapon cannot cause damage to you while wearing heavy armour like dagger and knifes. In our world today most hunting weapon cannot damage than tank or anybody inside the tank.
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:)Colleenn
 
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Post » Fri May 13, 2011 4:07 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.


Ok, the signs you are born under. What if you do not like any of them??? Then you are forced to choose something you don't like. So Why not have customizable signs?

And the point system would prevent anyone from being to powerful without some sort of weakness

Lets say you like mages, but do not like any of the signs that would benefit Magica.

So you go to customize sign.

In it you would start with let us say ........ 100pts

Then you could look through things like:

Powers (Once a day use spells)
Attribute increases
Skill increases
Magica, Health, and Stamina increases
Resistances/Immunities
Spell absorptions/refelctions
Ext.

That will take away from your "points" since they are positive effects.

Drained Health, Magica, Stamina
Weaknesses
Stuned Magica
ext.

That will add to your "points" since they are negative effects.

Even if they do not take this in to the Single player TESV I hope they will use it in TES "Contenent of Tamriel" (Multiplayer version [just expirimenting with names])

I hope I made it more clear lol.

For the leveling up ..... that is true they haved used it forever, but it is a neat idea.

They could also have it like this:

Take away Master, expert, ext.

Keep Major and minor.

Add Miscallaneuos (like they had in morrowind), Mastered, Perfected

In this order though:

Perfected - skills level 100-100+
Mastered - skills level 75-99
Major - skills level 50-74
Minor - skills level 25-49
Miscallaneuos - skills level 5-24

As you get them up they move up ranks unlocking the perks that it gives you for making it a better skill.

Exp:

Hand to Hand - When at Misc. you have normal hand to hand effects.
Minor - now you damage there fatigue + 25% of normal rate
Major - Now you damage fatigue +30% and Health +10%
ext.

and maybe when you perfect a skill your next level up you get a +5 automaticly on Luck (and you still get to choose 3 attributes to make stronger)
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Kristina Campbell
 
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Post » Fri May 13, 2011 11:52 am

**repeat?**

What about better looking spells? Cold touch, fire touch, and electric touch are all basically the exact same spell. And, they're done the exact same way. They need better looking ones for more stronger and advanced spells. An inferno spell where you shoot a massive fire burst from your hands. Or, a meteor shower type spell.

Basically, for me, it doesn't matter what the spells does, as opposed to how it is executed and how it looks.
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Stacy Hope
 
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Post » Fri May 13, 2011 10:58 am

Ok, the signs you are born under. What if you do not like any of them??? Then you are forced to choose something you don't like. So Why not have customizable signs?


This is an awesome idea! The Elder Scrolls have always done an awesome job with being able to create your own character from scratch. And, I think allowing customizable star signs would only improve their character creation immensely.
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Meghan Terry
 
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Post » Sat May 14, 2011 1:24 am

Ok, the signs you are born under. What if you do not like any of them??? Then you are forced to choose something you don't like. So Why not have customizable signs?


Signs are starsigns. unless your character has the ability to bend the stars to their will when they are born I really would hate to see this in the next TES.

The idea of advantages and disadvantages is a good one, and something I liked about Daggerfall. But please dont give the player the ability to change lore in character creation.
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stephanie eastwood
 
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Post » Sat May 14, 2011 1:29 am

... Im gonna add to the murder aspect of your post.

Say you kill someone's family member. Everyone would run away from you except the victims brother, daughter, son etc. These people would have different scripts to either Attack you or kneel down next to the victims corpse and cry. These people would also never talk to you again or just yell at you when they do talk. Opens up new dialog options and such.

If you kill someone with more than one hit and nobody sees it but the victim saw you then you should not be wanted.

If you kill someone and there are a few witnesses but no guard is around to see it then you should be able to kill all of the witnesses before they report you to a guard to make it so that you are not wanted anymore.

If you kill a guard then other guards should act far meaner toward you. They should have a new greeting and they should refuse to give you directions.

I can't wait till TES 5. I hope they use this stuff.



Exactly! It opens a lot of possibilities and it wouldn't require much more programming than they're already capable of.

Good additions to the possibility I might add.

I just see a lot of games adding this good/bad option in gameplay, but it's limited to your character and their direct influence on the surrounding characters. Now, if the game can implement some connection between the human(oid) NPC's, the world becomes that much more expansive.

Slay a man's father and he may go on a vendetta for your head showing up wherever you make a mark of your name.
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Dominic Vaughan
 
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Post » Fri May 13, 2011 11:11 pm

Maybe add some chargeable spells.
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Alberto Aguilera
 
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Post » Fri May 13, 2011 10:10 pm

Some things i think they could do to make dungeons scarier would be to have the things pop up in unexpected places, like a cleverly designed wall, where u cant see theres an opening and u walk past it and a bandit jumps out from behind you, or a zombie pops up from a hole in the ground and starts gnawing on your leg, now you could do something about the hole, like if your a mage throw some fire down it or something, but not all holes would have them, and the holes wouldnt be too obvious, so u miss some of just dont feel like wasting the magic and then wham your attacked from behind. Stuff like that would be cool. And make the traps deadlier, i could walk through steel spiked balls falling from the ceiling, maybe make them throw u backwards, take a better chunk of your health, but if you notice them you could mess with them, like say with the spiked things you notice the plate, you acn move it backwards so when the enemy comes running from the other way after u u can jump it or something and he runs over it and the balls come down and blasts him away. Another thing about traps, make them harder to detect, like in a fortress, make some of the stones push down under you and make a clicking noise to give you some indication that you just screwed up so u can try and dodge. Make trip wires thinner, harder to see, rather than big ole ropes in the middle o the path, maybe set them around corners so if you run around blind you trip it and the ground opens up beneath u and you call into spikes and die. Maybe make them randomly generate each time you load, so that you cant just reload say jump here and alls good. Maybe make the enemies lay ambushes, like if a bandit camp seems desert and you go wandering in, they jump out from behind trees and walls when they hear u messing with the stuff they put in there, also it would be cool if enemies actually had some sort of tactical sense, like taking the high ground and raining down arrows, or if inside a fortress not leaving the gate wide open and ungaurded, if they see u approaching everyone inside would be ready for u, and maybe like on stairs they could stay up and force you to fight your way up, but maybe you could ricochet arrows off the walls, ricocheting would be cool, like shoot lightning out and it bounces off a wall and nails a cowering bandit in the back. Another cool thing would maybe have bandits raid places, if it has enough gaurds they get repelled but if not they ransack the place, that way even in towns your not garunteed saftey
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..xX Vin Xx..
 
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Post » Fri May 13, 2011 5:43 pm

A more advanced fight mode with much variation (More combat moves....) ?
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Nana Samboy
 
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