TES V Ideas and Suggestions # 172

Post » Sat May 28, 2011 12:07 pm

Yes those three games are still at the top of the list of game with huge, in-depth worlds.

Morrowind-2002 release

TES V(Skyrim?)-2012 release

There is a big difference. Most people interested in huge in-depth gameworlds most likely bought Oblivion if they heard of it. Yet I'm sure many people who aren't interested in that type of thing bought it, as well, partially due to voice acting. Less voice acting in an even newer game of the series(6 years newer) wouldn't help sales, reviews, or the trend of people who complain about the newest game. I want Bethesda to stop wasting money on large celebrities, though(how much do you think the 10 minutes of the game where you actually see Uriel Septim VII costs, just because Patrick Stewart played his role?). Wes Johnson is lesser known, isn't he? Yet, he's great. Keep him(the voice actor for the default Imperial male, the Gray Fox, Lucien Lachance, the Arena announcer, and Sheogorath in SI) in the series. Plenty can be done with voice acting. Bethesda just has to do it right.
Famous voice actors help enough to make them worthwhile I think. Fallout fans are still proud of having Ron Pearlman and Richard Dean Anderson do voice acting for them back in 1997. If there was a shortage of money or anything, they would cut back.
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SaVino GοΜ
 
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Post » Sat May 28, 2011 1:04 pm

Make the Dremora a playable race. Yes I know, it will never happen but I can hope.

Meh. That would not really make much sense... but I guess it would be quite easy making a mod to fix that for you. If they make a TES:V Construction Set that is.
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Robyn Lena
 
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Post » Sat May 28, 2011 10:36 am

Yes those three games are still at the top of the list of game with huge, in-depth worlds.

Believe that if you want, but would you seriously not want TESV to be even better in these regards? Voice acting is one of the biggest killers of content in Oblivion. Why do you think it has so little compared to past games? I mean, Morrowind even had more overall, and that's not even taking age into consideration. Voice acting works with linear games, but with a huge, open sandbox RPGs with thousands of limitless possibilities and hundreds of quests with various outcomes, it is just a content killer.


There is a big difference. Most people interested in huge in-depth gameworlds most likely bought Oblivion if they heard of it. Yet I'm sure many people who aren't interested in that type of thing bought it, as well, partially due to voice acting.

*Roaming aroung the game shop*
"Hmm.. Oh, hey, look! a huge expansive game where I can do anything I want, with no barriers to stop me! Exactly what I'm looking for!"
"Oh wait, it has no voice acting. Next game."
"Oh look... another boring shallow game with nothing intere- What's this? VOICE ACTING!? Shopkeep! I'll have this one!"
:rofl:
There's people like this?


I want Bethesda to stop wasting money on large celebrities, though(how much do you think the 10 minutes of the game where you actually see Uriel Septim VII costs, just because Patrick Stewart played his role?). Wes Johnson is lesser known, isn't he? Yet, he's great. Keep him(the voice actor for the default Imperial male, the Gray Fox, Lucien Lachance, the Arena announcer, and Sheogorath in SI) in the series. Plenty can be done with voice acting. Bethesda just has to do it right.

Money is no object with Bethesda. They can pretty much spend as much as they like, and still create a great game.
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Cathrin Hummel
 
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Post » Sat May 28, 2011 4:55 am

Believe that if you want, but would you seriously not want TESV to be even better in these regards? Voice acting is one of the biggest killers of content in Oblivion. Why do you think it has so little compared to past games? I mean, Morrowind even had more overall, and that's not even taking age into consideration. Voice acting works with linear games, but with a huge, open sandbox RPGs with thousands of limitless possibilities and hundreds of quests with various outcomes, it is just a content killer.



*Roaming aroung the game shop*
"Hmm.. Oh, hey, look! a huge expansive game where I can do anything I want, with no barriers to stop me! Exactly what I'm looking for!"
"Oh wait, it has no voice acting. Next game."
"Oh look... another boring shallow game with nothing intere- What's this? VOICE ACTING!? Shopkeep! I'll have this one!"
:rofl:
There's people like this?



Money is no object with Bethesda. They can pretty much spend as much as they like, and still create a great game.

If money isn't the limitation, what is?
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Jesus Lopez
 
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Post » Sat May 28, 2011 10:46 am

If money isn't the limitation, what is?

Space. I believe Oblivion's voice files take around 30-50% of the disc. And this is with the limited voices they had. I've suggested before having a seperate disc for voices, but I doubt Bethesda will listen.
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c.o.s.m.o
 
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Post » Sat May 28, 2011 9:59 am

Make the Dremora a playable race. Yes I know, it will never happen but I can hope.
Never understood this desire. You don't see Dremora walking around town like every other NPC. Although, a questline where a Daedra transforms you temporarily might be fun, or the ability to appear as one via a spell.

Make a Daedric quest reward you with an awesome bow, please. The lack of unique bows in Oblivion was saddening.

Especially since we didn't have any other ranged weapons. Todd said they wanted to "focus on making bows awesome" but there weren't even short bows/long bows like Morrowind had.

Spears and Crossbows will make a come back. Medium armor.... not too sure about. BTW keep Daedric armor looking cool, it looks really good in Oblivion.
They had better. Medium armor should allow heavy and light to be worn together. Personally, I thought the Daedric was better in Morriwnd, it was sleeker, there were multiple helms that were all super badass.

Throw a in a super mutant for lulz.

In the hand to hand skills gauntlets should increase attack power. Oh yes I said it. Cause those spikes on the end of Daedric gauntlets would have to hurt if they hit you.
I agree, they should have an attack stat like swords do, but lower. Of course, many swords only had static damage between 2 and 6, unlike Morrowind where it was on a scale of like 10-29.

Buyable and usable ships. It can be your home, and you can also use it as a fast travel system or a mount. Hire a crew and go pirating or something.
This is one of those things that they had in Daggerfall, then scrapped altogether instead of improving on, like horses, which aside from graphics, the horses in Oblivion are about as involved as the ones from DF

Mix up the guard and city watch races, they don't all have to be imperials with just darker skin.
Actually, what was weird about Oblivion was the variety of architecture and races. Bruma was a Nord city, NOT an Imperial city with Nord influences, and the guards could be Redguards, elves, w/e.

Tone the level scaling down, I don't want to feel like I'm being punished for rising in levels.
Real talk. The first, but not the last, reason I stopped playing.

Less damage sponge monsters.
Less damage sponge EVERYTHING. I want to see anything without full plate armor dropped by 1-4 arrows, and 1-4 sword slashes.

Why do High Elfs train goblins?
It was brought up before in the Tribunal expansion for Morrowind, supposedly they use them as slaves on Summerset Isle.

Varied landscape, it doesn't all have to be some outrageous fantasy land nor does it have to be Middle Earth.
Yes, BUT, don't go from jungle to desert to temperate forest in 10 minutes of walking. Or allow you to just press ONE button to fast travel that distance. Take a ship, then a caravan, then a horse.

More choices in quests, and more variety.
Quests, armor, weapons, factions, NPCs, Dungeons...basically don't decrease the amount like they did from Morrowind to Oblivion. Daggerfall had too many, if only because they had to be randomly generated, but you know what? So were Oblivions, and every damn cave looked the same.

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scorpion972
 
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Post » Sat May 28, 2011 3:49 pm

Yes, BUT, don't go from jungle to desert to temperate forest in 10 minutes of walking. Or allow you to just press ONE button to fast travel that distance. Take a ship, then a caravan, then a horse.

Most games are scaled down. Cyrodiil is roughly, imo, about the size of Brazil, if Daggerfall is the size of Australia. Plenty of room for change.
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Phillip Hamilton
 
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Post » Sat May 28, 2011 5:43 am

Space. I believe Oblivion's voice files take around 30-50% of the disc. And this is with the limited voices they had. I've suggested before having a seperate disc for voices, but I doubt Bethesda will listen.

I've suggested the same thing, but is it really a problem? DVDs can hold up to 8 or 9 gigs, right? Also, when will everyone change to blu-ray?
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Nick Pryce
 
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Post » Sat May 28, 2011 8:04 pm

Space. I believe Oblivion's voice files take around 30-50% of the disc. And this is with the limited voices they had. I've suggested before having a seperate disc for voices, but I doubt Bethesda will listen.


I’m pretty sure its closer to 50%, and how much space is in an xbox 360 disk, about 7.5 gigs I think, once you’ve taken the space Microsoft reserves for DRM. So that leaves about 3.75/4 gigs for game content, that’s really surprising actually, it seems so little. The first game I picked up in front of me is "Empire: Total War" its a 15 gig install. How can they make a full Elder Scrolls game in 4 gigs when a seemingly much smaller game needs 15. They must be kicking themselves with this restraint.

They should say to the 360 owners "if you want to go into a city you have to swap disks. Oh and the east half of the map, we have another disk for that"

Most games are scaled down. Cyrodiil is roughly, imo, about the size of Brazil, if Daggerfall is the size of Australia. Plenty of room for change.


I think its about 500 square miles. I don’t know if that’s comparable to real world Brazil. I heard (but don’t quote me on this) that the game Daggerfall was about the size of the British isles not Australia.

EDIT: This http://www.imperial-library.info/sites/default/files/gallery_files/cyrodiillargelowrescr7.jpg has a scale on it.
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Courtney Foren
 
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Post » Sat May 28, 2011 4:53 pm

I've suggested the same thing, but is it really a problem? DVDs can hold up to 8 or 9 gigs, right? Also, when will everyone change to blu-ray?

People seem afraid of giving console users the ability to install stuff on thier computers. I mean, it's not like the extra voice files would be nesseccary, or anything. All the extra discs would contain are extras. AI, voiced dialogue, etc. Nothing drasticaly important to the game. :shrug:


I think its about 500 square miles. I don’t know if that’s comparable to real world Brazil. I heard (but don’t quote me on this) that the game Daggerfall was about the size of the British isles not Australia.

I thought it was Britain. Someone convinced me it was Australia. <_<

I'm so confused! :bonk:
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Alan Cutler
 
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Post » Sat May 28, 2011 1:12 pm

  • Unique hand-placed loot please. If you do nothing else good to ESV, DO THIS at least.
  • More apparel variety as well. Meaning, separated pauldrons from cuirass, separate gauntlets, etc.



I'd also like it if my left or right boot would break in combat and walk around with 1 boot in my inventory with 0 durability and the other is still on.
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Lucy
 
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Post » Sat May 28, 2011 7:53 pm

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Rhiannon Jones
 
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Post » Sat May 28, 2011 5:38 pm

Most games are scaled down. Cyrodiil is roughly, imo, about the size of Brazil, if Daggerfall is the size of Australia. Plenty of room for change.
I've done the calculation before with prowler, and including Summerset, Tamriel is about the size of Mauritania. 400,000 square miles.
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Elle H
 
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Post » Sat May 28, 2011 1:28 pm

I've done the calculation before with prowler, and including Summerset, Tamriel is about the size of Mauritania. 400,000 square miles.

What? :bonk:

Are we sure Daggerfall is to scale? That seems ridiculously small for a continent. There should be towns everywhere.
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Mr. Allen
 
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Post » Sat May 28, 2011 9:30 am

What? :bonk:

Are we sure Daggerfall is to scale? That seems ridiculously small for a continent. There should be towns everywhere.
Daggerfall isn't to full scale, it's smaller.

Though that number is based on the most accurate map of Tamriel scaled to full size in AutoCad according to the book reference of 250 miles between Dagoth Ur and Almalexia (the locations). Then I traced the coastlines with the area calculator, and that's what we got.
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maddison
 
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Post » Sat May 28, 2011 6:18 am

Daggerfall isn't to full scale, it's smaller.

Though that number is based on the most accurate map of Tamriel scaled to full size in AutoCad according to the book reference of 250 miles between Dagoth Ur and Almalexia (the locations). Then I traced the coastlines with the area calculator, and that's what we got.


One thing I’ve suggested before is that they make the next game to full scale. But make the scope of the game smaller. So they take a 20 square mile section that includes a single city and the surrounding country side.

Also, I wonder how big the imperial actually is?

EDIT: Typos
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Sweets Sweets
 
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Post » Sat May 28, 2011 6:02 am

according to the book reference of 250 miles between Dagoth Ur and Almalexia (the locations).

Are you sure it wasn't a reference to the gods themselves? Perhaps a misprint? That really is quite small.
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yermom
 
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Post » Sat May 28, 2011 4:26 am

Are you sure it wasn't a reference to the gods themselves? Perhaps a misprint? That really is quite small.

From the pocket guide:

The vast Volcano of Tamriel, this giant mountain dominates the north of Morrowind. It is a small continent all to itself, riven from the rest of Morrowind by the remains of a colossal crater. On a clear day (an exceedingly rare event), the peak can be seen from Almalexia, 250 miles to the south.

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Isabella X
 
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Post » Sat May 28, 2011 7:49 pm

Regarding gauntlets, in medieval combat they generally were only used as a melee weapon if there was absolutely no other weapon available. Caestüs are similar to gauntlets but designed with more offensive purposes in mind (i.e. more flexible, lighter, less constrictive, but also less protective). I agree getting punched with a Deadric Gauntlet would be pretty painful, though I think if they want that to make a difference they should consider making the Daedric hand piece a caestus instead of a gauntlet. Or they could even have both! Seriously, the more armor types available the better IMO.


Regarding size and scope, I think they could take some influences from othe games, only really go above and beyond and create a magnificent world. A couple of games I hope they strive to surpass:

Assassin's Creed II:
? Pros:
- Cities that are actually as big as a city should be
- Thriving population
- If you ever climb a tall structure, you can see for miles in every direction, and everything you see looks so inviting; the hills and valleys and rivers you see are miles away and they would clearly take hours to reach and more hours to traverse. This is a realistic scope; I hate that in Oblivion you can see a mountain that looks like it might be far away, but within five minutes you're on the other side.
- You can climb anything, and the animations are really good. I would LOVE to spend hours climbing stuff in a TES game world created by Beth, finding secret treasures, beautiful vistas, and advantageous combat spots.

? Cons:
- Rather than lying within an interconnected game world, you have to fast travel between zones to reach different cities
- Most buildings cannot be entered
- There are only a few types of merchant and they all sell the same stuff (in the same cities)
- You can't interact with NPCs apart from running into them or hearing them loudly complain about your strange behavior.

Red Dead Redemption:
? Pros:
- Real, running water. The rivers in RDR look 1000x better than any other game I've played.
- Dynamic weather system that includes the most vivid and enthralling thunder storms I've seen in or outside of a game, and puddles that form during rainstorms.
- Beautiful landscapes, and a wide variety of types of terrain.
- The sky was incredible in general; lighting and shadows were awesome, sunsets and sunrises were beautiful, cloud formations towered on the horizon, etc.
- Paths were designed very well; they actually made sense being where they were.
- Dozens of types of random encounter, and you can choose to intervene if you wish.
- Expansive ecosystem with dozens of animal types, each with their own lifestyles and habits.
- Absolutely amazing horse mechanics. If TESV doesn't at least try to best those, I'll be pretty disappointed. Going from RDR to AC2 horse riding was just hilarious.

? Cons:
- Couldn't swim...
- Not very well populated
- Fast travel diminished the feeling of scope
- Had to unlock regions by completing missions
- There was only one decently sized settlement and like three or four other communities that could even be considered towns.
- Could have used a better variety of plant life; whenever you came across one of the ten "special" plants it was supposed to be important, but they didn't seem special to me.


I'm not trying to say that beth should just copy these games; I think that these games made some good headway in terms of world-related features, and I hope Beth looks at their work and does something even better.
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Shannon Marie Jones
 
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Post » Sat May 28, 2011 3:28 pm

I would like layered apparel back as well. It makes sense to wear clothes under my armor and if I want to wear I robe over my armor I should be able to. I would also like clothing and armor to be pieced like it was in Morrowind. <--- been said before, saying it again.
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Stacyia
 
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Post » Sat May 28, 2011 12:54 pm

I just got around to playing a game called Penumbra and I thought that the next elder scrolls would benefit greatly from the physics system that game has. In that game, when you want to open a door you go over to it, click and drag it open. That system allows you to open the door a crack and see whats on the other side. I think that things like this make that game much more immersive. I also dont like the way that physics were implemented into oblivion (anything on tables was floating a few inches above the table top :P) and that is also something I think that penumbra did well. Anything that was in a drawer or such container would move around realistically when the drawer was pulled out, and the same thing would happen with items on a table when the table was moved about.
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Post » Sat May 28, 2011 7:26 pm

This, http://www.umbrasoftware.com/ !
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Alexandra Louise Taylor
 
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Post » Sat May 28, 2011 5:37 pm

This, http://www.umbrasoftware.com/ !


If the game thats currently in development is the next TES then its proably far too late to implement this.
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Ricky Meehan
 
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Post » Sat May 28, 2011 6:14 am

If the game thats currently in development is the next TES then its proably far too late to implement this.

If they've not already implemented it... :hubbahubba:
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Laura Mclean
 
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Post » Sat May 28, 2011 7:29 am

Alright, two things. First, I felt that the world in Oblivion was too cramped.You could find a cave or settlement every 100 feet or so, and basically see the whole game world on top of White Gold tower. For the next game, if they have the same amount of "content" as oblivion, at least spread it over a larger piece of land (around 2-3x as big or so).

Second, the way players acquired spells in Oblivion felt unnatural to me. Instead of almost all spells being bought at stores (how do you "buy" a spell anyway?), make the player have different means of acquiring them. Most spells should be in some kind of document (spell tome, scribbled sheet of paper, ancient cursed stone plate, whatever) that the player can buy or stumble on while adventuring. Reading these documents will teach the spell to the player. In addition, there would be spell tutors, similar to skill tutors, but teach, of course, spells. Finally, some spells would come as quest rewards and player created ones.
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Olga Xx
 
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