TES V Ideas and Suggestions # 172

Post » Sat May 28, 2011 1:30 pm

Welcome to TES V Ideas and Suggestions # 172

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/
http://www.gamesas.com/index.php?/topic/1102208-tes-v-ideas-and-suggestions-170/
http://www.gamesas.com/index.php?/topic/1104003-tes-v-ideas-and-suggestions-171/
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SexyPimpAss
 
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Post » Sat May 28, 2011 2:31 pm

All I ask is each, or the majority dungeons have their own little backstory. Or at least create atmospheres that feel that way.


If you're gonna put in 100+ caves/dungeons/forts like in Oblivion, at least given them meaning.
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Tanya Parra
 
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Post » Sat May 28, 2011 12:19 pm

All I ask is each, or the majority dungeons have their own little backstory. Or at least create atmospheres that feel that way.


If you're gonna put in 100+ caves/dungeons/forts like in Oblivion, at least given them meaning.

I want ruins to be realistic. I want to see an old, abandoned Imperial fort overrun by undead. Kinda like a smaller scale Firemoth. Not every fort has twisting underground tunnels.

This could be done with various unique architecture, and just look plain awesome. (Imagine a Telvanni ruin, overrun by undead, and even more mushrooms and various flora due to disuse?)
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Multi Multi
 
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Post » Sat May 28, 2011 6:42 pm

I want ruins to be realistic. I want to see an old, abandoned Imperial fort overrun by undead. Kinda like a smaller scale Firemoth. Not every fort has twisting underground tunnels.

This could be done with various unique architecture, and just look plain awesome. (Imagine a Telvanni ruin, overrun by undead, and even more mushrooms and various flora due to disuse?)

I agree, but I always wonder where all of the undead come from.

There usually aren't many signs of necromancers or magical corruption of any kind. They just sort-of appear in every creepy dark and dirty place. I accept that some necromancers just make caves full of zombies and other undead for storage purposes, and put them in creepy places so that nobody would ever go look there... But they're like squirrels, they make little stockpiles and then forget about them.
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TWITTER.COM
 
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Post » Sat May 28, 2011 6:34 pm

I want ruins to be realistic. I want to see an old, abandoned Imperial fort overrun by undead. Kinda like a smaller scale Firemoth. Not every fort has twisting underground tunnels.

This could be done with various unique architecture, and just look plain awesome. (Imagine a Telvanni ruin, overrun by undead, and even more mushrooms and various flora due to disuse?)


The main problem i had with undead, was how did they get there? There were just stockpiles of undead and not a necromancer in sight. I think for each group of undead there should be a necro and if you kill him they collapse or something. Heh it would be funny to see a legion of undead with a necro "safely" behind them, then my assassin sneaks past them and slices his throat, and the entire legion falls apart :P but of course the necromancer would have to be powerful other wise there would be no point, that way if youre strong enough you can stop the battle but if your not, you and whoever else is fighting the undead would have to kill them all and then team up on the necro. Maybe as you damage more undead he has to put more energy into keeping them up and he weakens until he cant hold them any longer and you can team up on him easily. Something like that

Also it would be cool if sometimes if you did things, like say you were a noble in an area, and you go to another area and commit a crime and they know its you, that area declares war on your area and theres an epic battle.
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Jordyn Youngman
 
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Post » Sat May 28, 2011 12:20 pm

The main problem i had with undead, was how did they get there? There were just stockpiles of undead and not a necromancer in sight. I think for each group of undead there should be a necro and if you kill him they collapse or something. Heh it would be funny to see a legion of undead with a necro "safely" behind them, then my assassin sneaks past them and slices his throat, and the entire legion falls apart :P but of course the necromancer would have to be powerful other wise there would be no point, that way if youre strong enough you can stop the battle but if your not, you and whoever else is fighting the undead would have to kill them all and then team up on the necro. Maybe as you damage more undead he has to put more energy into keeping them up and he weakens until he cant hold them any longer and you can team up on him easily. Something like that

Also it would be cool if sometimes if you did things, like say you were a noble in an area, and you go to another area and commit a crime and they know its you, that area declares war on your area and theres an epic battle.

I find it funny that we prettymuch said the same thing. :hehe:

The Necromancer isn't necessarily keeping the undead together though, they're semi-stable after they're made, I'd assume.
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D IV
 
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Post » Sat May 28, 2011 6:02 am

The Necromancer isn't necessarily keeping the undead together though, they're semi-stable after they're made, I'd assume.

Yeah, zombies are capable of sustaining themselves, to a degree. Necromancers where in every zombie infested cave in Oblivion, I thought? They where just ignored occasionally due to level scaling. (Liches ARE Necromancers, btw)
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 1:11 pm

Yeah, zombies are capable of sustaining themselves, to a degree. Necromancers where in every zombie infested cave in Oblivion, I thought? They where just ignored occasionally due to level scaling. (Liches ARE Necromancers, btw)

There are some caves that were just full of undead, or Ayleid Ruins that were full of undead for no particular reason. I've always wondered why so many zombies find Ayleid Ruins so appealing, maybe they use the natural magic of the place to sustain themselves?

I'd suggest that TES V has amulets/pendants/rings with AoE effects... like Turn Undead. The silhouette of a zombie lumbering toward your through a foggy room at level 4 was bad enough, in TES:V the one crawling out of a well-built cavern with advanced animations and special effects will be terrifying, especially if they follow the "Zombie Horde" rule a bit more closely in TES:V. You always find one away from the group... and then the group follows.
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Claire Vaux
 
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Post » Sat May 28, 2011 8:22 am

I find it funny that we prettymuch said the same thing. :hehe:

The Necromancer isn't necessarily keeping the undead together though, they're semi-stable after they're made, I'd assume.


Heh semi-stable, instead of falling apart, just an arm here, leg there, rib or two :P head falls off lol
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Marcin Tomkow
 
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Post » Sat May 28, 2011 1:30 pm

What I want for TES:V

Character creation
- Make character creation better and easier to use. In Oblivion there was VERY many sliders, and moving one would change another. This made it hard to give your character the look you wanted. Getting rid of that issue would greatly improve the character creation experience.
- More hairs, and more customization options for hairs.
- Customize your characters body. (examples: fat breton monk, slender dark elf assassin, broad shouldered orc warrior... or whatever you want to make)
- Choose a voice for your character, instead of the standard voice for each race.

Skills
- Get rid of the "abilities" at levels 25, 50, 75 and 100. The ones in Oblivion were unbalanced, and the magic skills was probably the ones suffering the most. Getting rid of these would be a step in the right directions.
- Add new skill/attribute related abilities and perks at level-up (like in Fallout), as quest rewards, and to buy from trainers.
- More skills. I want medium armor, spear, short blade, and axe skills back.
- Get rid of, or modify the minigames for persuasion and lockpicking, and make these things more character skill based than player skill based.
- Morrowind classes (5 major and 5 minor skills, the rest misc skills).
- Crafting

Combat
- More advanced combat involving kicks, shield bash, dual wielding, mounted combat etc.
- More advanced sneaking, with more options on how to move and what to do with your unsuspecting foe. More Splinter Cell- like. :ph34r:
- Instant kill when attacking sleeping characters while sneaking.
- Able to combine skills. Do special moves based on more than one skill. (example: fly kick based on hand to hand and acrobatics etc.)

Magic
- You can try to cast ALL spells, except for the ones you don't have enough magicka for... with this comes the ability to fail, of course. :)
- Magicka regenerates (like in Oblivion).
- More spells, like in Morrowind. I want levitation, swift swim, intervention, mark & recall, jump and a lot of other spell effects back.

Items
- More weapons and armor to find, and more unique items. Instead of having all kinds of armor and weapons easily acquirable when right above level 20, TES:V should have challenges and new gear available for characters well beyond level 30, or even 40.
- More ingredients and misc items.
- Misc items like farming equipment usable as weapons.
- More freedom to customize what you look like with items. Scarves, capes and other accessories.
- Able to wear clothing under your armor, or even on top of it depending on the type of clothing. (example: a shirt goes under your armor, while a robe can be both under and over depending on what you choose.
- More armor pieces, like left and right shoulder pad, glove and boots.

UI
- User interface with smaller icons and text, that gives you a better overview. This should also be customizable.
- More hotkeys while in your inventory, or while bartering. Instead of moving your mouse to click on "yes" you can press a key on your keyboard.

World
- The whole world does not level with you, some things do, but most things don't.
- Get rid of the easy fast travel. Travel using a mount, a spell like recall or intervention, or travel with a boat or another travel service from one of the cities.
- Make the world and the cities larger. Add more settlements. Add more npcs to these places as well. Large cities should have fast travel options (like the gondoliers in Vivec).
- More interesting underwater life, with a larger diversity of species, and landscapes to explore underwater.
- More voice actors, and more voice variations to create more unique npcs.
- More topics to talk about.
- Open cities.
- More houses to buy, in each town or settlement.
- Consequences. Your actions can do a lot of changes not only for yourself, but also the other inhabitants of Tamriel. Major choices in quests can change the world completely.
- More dialogue options in general, and new dialogue options depending on attributes and skills.
- Several ways to complete quests, some good others not so good. :flame:
- Being a vampire unlocks new quests factions and places to stay. You do not become stronger when not feeding, but weaker.
- Possible to become a werewolf. This as well should have positive benefits such as factions and quests.
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Beat freak
 
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Post » Sat May 28, 2011 6:37 am

More than anything, I hope Beth replaces the stiff and ugly characters from Oblivion and the new Fallout games with more natural and emotive NPC's. Even when Oblivion first arrived I thought the models were dated; They just freeze and bobble their plastic heads like cheap swag. I thought for sure they would try to improve things for New Vegas, especially after Mass Effect raised the bar... Maybe it's time to tweak the engine, fellas! I just hope that TESV and future Fallout games have improved presentation, at least when interacting with living beings.

Aside from that? Less hand-holding, less watered down, more mysterious and challenging. In other words... Make it more like Morrowind.
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CORY
 
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Post » Sat May 28, 2011 5:31 pm

Character creation
- Make character creation better and easier to use. In Oblivion there was VERY many sliders, and moving one would change another. This made it hard to give your character the look you wanted. Getting rid of that issue would greatly improve the character creation experience.
- More hairs, and more customization options for hairs.
- Customize your characters body. (examples: fat breton monk, slender dark elf assassin, broad shouldered orc warrior... or whatever you want to make)
- Choose a voice for your character, instead of the standard voice for each race.

I would actually love for a comeback of Arena-Morrowind's system. I want to be able to select a certain head and hair, and perhaps facial hair (If seperate to the face), and then to move on to an Oblivion style character creation. I can get myself a good starting position (None of the rubbish starting faces from Oblivion), and all my characters wont resemble eachother. One thing that really annoyed me about Oblivion is that it required a crap load of practice to be able to get it right, and the lighting making my skin look fine, but when I get outside, I notice it looks like crap. Being able to start from something good would eliminate these problems.
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Charlie Ramsden
 
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Post » Sat May 28, 2011 4:45 pm

I want more factions, like Morrowind, furthering that, I would like faction disputes, so if you join one faction, say, the thieves guild, you couldn't join the fighter's and mage's guilds in the same playthrough.

Also, i know that many people liked the voice acting, but, i would prefer if bethesda went back to morrowind's talk system. only because, why put effort and budget into this, when bethesda could put effort and budget into something a little more important, like story, or graphics, or content?
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~Amy~
 
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Post » Sat May 28, 2011 12:18 pm

I want more factions, like Morrowind, furthering that, I would like faction disputes, so if you join one faction, say, the thieves guild, you couldn't join the fighter's and mage's guilds in the same playthrough.

Also, i know that many people liked the voice acting, but, i would prefer if bethesda went back to morrowind's talk system. only because, why put effort and budget into this, when bethesda could put effort and budget into something a little more important, like story, or graphics, or content?

More factions are always great, but if they make it impossible to join the Mages Guild and the Fighters Guild on the same character, I will be mad. I want skill requirements back, though.

I have a simple reason for wanting to keep voice acting. I don't want Bethesda to go bankrupt, and I found NPCs in Oblivion to be more unique than Morrowind's, anyway, even with less dialogue(most NPCs in Oblivion had something unique to say).
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krystal sowten
 
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Post » Sat May 28, 2011 10:26 am

I have a simple reason for wanting to keep voice acting. I don't want Bethesda to go bankrupt

Huge, in-depth worlds, with tonnes of content and great stories and lore makes companies bankrupt? :huh:

Seriously, you greatly underestimate the want for one of these games. As do many people here.
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Josh Dagreat
 
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Post » Sat May 28, 2011 5:10 am

Huge, in-depth worlds, with tonnes of content and great stories and lore makes companies bankrupt? :huh:

Seriously, you greatly underestimate the want for one of these games. As do many people here.

Oblivion is one of those games, but in late 2011/early 2012(when I believe TES V will be released), voice acting will be expected.
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gandalf
 
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Post » Sat May 28, 2011 7:14 pm

It looks like MrSmileyFaceDude is reading the thread, quick Absinthe, post the huge list!
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Guinevere Wood
 
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Post » Sat May 28, 2011 11:19 am

It looks like MrSmileyFaceDude is reading the thread, quick Absinthe, post the huge list!

He/she is a Bethesda developer, and he/she is reading this thread?



:bowdown:
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Eoh
 
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Post » Sat May 28, 2011 5:29 am

  • 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.

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Kate Schofield
 
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Post » Sat May 28, 2011 7:53 am

  • 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.


  • If I may add a small request, Chrysamere. That is all.

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Del Arte
 
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Post » Sat May 28, 2011 4:22 pm

  • If I may add a small request, Chrysamere. That is all.


HECK. YES.

  • Please make guild skill requirements. And if you're a member of one guild, it should be extremely hard or impossible to join an opposing guild.
  • Make ESV class-centric, PLEASE. A pure warrior with no magic skills SHOULD NOT be given any magic spells in the beginning of the game.

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MatthewJontully
 
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Post » Sat May 28, 2011 4:50 am

Seven social classes in the game (based on Daggerfall's social classes).

Nobles
Mages
Merchants
Peasants
Underworld
Soldiers
Clergy
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Chris BEvan
 
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Post » Sat May 28, 2011 4:48 am

Oblivion is one of those games

No game is perfect. Oblivion is far from a huge in-depth world, etc. compared to what it could be. Even Daggerfall is far from what it could be. Even Morrowind (being a huge Morrowind fan boy) is far from what it could be.

but in late 2011/early 2012(when I believe TES V will be released), voice acting will be expected.

How often was voice acting among popular games around the mid 2000's? Yet, Morrowind, dispite not having very good advertisment, sold incredibly. Voice acting isn't required to sell a game. Also, the Sims, being created around our time, sells great, regardless of the lack of proper voice acting. And most MMO's use voice acting to the standard of Morrowind (greetings/bosses mainly), yet they do immensly amazingly, because they focus on what they are.

Again, you seriously underestimate the amount of people willing to buy a game that lacks voice acting, but makes up so much in various other ways.
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Mariaa EM.
 
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Post » Sat May 28, 2011 3:46 pm

No game is perfect. Oblivion is far from a huge in-depth world, etc. compared to what it could be. Even Daggerfall is far from what it could be. Even Morrowind (being a huge Morrowind fan boy) is far from what it could be.


How often was voice acting among popular games around the mid 2000's? Yet, Morrowind, dispite not having very good advertisment, sold incredibly. Voice acting isn't required to sell a game. Also, the Sims, being created around our time, sells great, regardless of the lack of proper voice acting. And most MMO's use voice acting to the standard of Morrowind (greetings/bosses mainly), yet they do immensly amazingly, because they focus on what they are.

Again, you seriously underestimate the amount of people willing to buy a game that lacks voice acting, but makes up so much in various other ways.

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.
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Steven Hardman
 
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Post » Sat May 28, 2011 4:58 pm

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

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

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.

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.

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.

Mix up the guard and city watch races, they don't all have to be imperials with just darker skin.

Tone the level scaling down, I don't want to feel like I'm being punished for rising in levels.

Less damage sponge monsters.

Why do High Elfs train goblins?

Varied landscape, it doesn't all have to be some outrageous fantasy land nor does it have to be Middle Earth.

More choices in quests, and more variety.
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kirsty williams
 
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