TES V Ideas and Suggestions # 173

Post » Tue May 17, 2011 2:33 pm

Sorry for double post. but heres another idea: We could have a sort of caravan attached to a horse that follows us about every where (it has different speed defense strenghts etc... depending if its a horse or some other fantasy animals) and we could store our stuff in it (including food that is depleted at some standard rate) and it would park in front of cities or something like that also if we had followers they could put their own stuff in it too and eat the food from it
(Hunger system? if you are hungry you get ability dammage?)

and while im thinking about it ... OPEN CITIES not a gate to another cell

ppl give me your toughts on those suggestion.
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Rudy Paint fingers
 
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Post » Tue May 17, 2011 8:31 am

Sorry for double post. but heres another idea: We could have a sort of caravan attached to a horse that follows us about every where (it has different speed defense strenghts etc... depending if its a horse or some other fantasy animals) and we could store our stuff in it (including food that is depleted at some standard rate) and it would park in front of cities or something like that also if we had followers they could put their own stuff in it too and eat the food from it
(Hunger system? if you are hungry you get ability dammage?)

and while im thinking about it ... OPEN CITIES not a gate to another cell

ppl give me your toughts on those suggestion.

Daggerfall had a cart. I could see it working, but if it doesn't fit in our pockets as in Daggerfall, it may become a bit of a pain, especially if it needs to eat.

As for the open cities, well, that's a technical issue. It seems to be discussed in the no loading screen thread.
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Lawrence Armijo
 
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Post » Tue May 17, 2011 2:11 am

Daggerfall had a cart. I could see it working, but if it doesn't fit in our pockets as in Daggerfall, it may become a bit of a pain, especially if it needs to eat.

As for the open cities, well, that's a technical issue. It seems to be discussed in the no loading screen thread.

i was thinking that the cart could have parked outside the city just like the horse was in a stable in oblivion. for the eating thing you just put meat and stuff you find occasionally in it we could be unafected by it or be affected in a good and bad way like starving or eating high quality sutff

the cart inventory could have a section that your followers can freely use they would drop their loots in it or use potions and stuff like that in it) also they would eat food in this section with the same rate as you but you could keep the high quality one for yourself

(this addition could dratically improve the mechanics of having an adventurer party wich i think would be very interesting)
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Princess Johnson
 
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Post » Mon May 16, 2011 11:12 pm

Daggerfall had a cart. I could see it working, but if it doesn't fit in our pockets as in Daggerfall, it may become a bit of a pain, especially if it needs to eat.

As for the open cities, well, that's a technical issue. It seems to be discussed in the no loading screen thread.

They had some good carts in Red Dead Redemption too. I think we should avoid needing to feed our pets or work animals in the game. It would be best for the cart if we had the option to ride it, the option to stable it, and for it to be parked outside whatever cave or dungeon so we can drop the loot in it. Not that we'd have to drag it around everywhere, maybe get a squire or someone who works for you to drive it.
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asako
 
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Post » Tue May 17, 2011 11:33 am

They had some good carts in Red Dead Redemption too. I think we should avoid needing to feed our pets or work animals in the game. It would be best for the cart if we had the option to ride it, the option to stable it, and for it to be parked outside whatever cave or dungeon so we can drop the loot in it. Not that we'd have to drag it around everywhere, maybe get a squire or someone who works for you to drive it.

i meant feeding yourself and your party for various bonus and it would be easy just by traveling from one point to another there would be bushes with fruits and animals to kill (edited my post up there)
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Penny Flame
 
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Post » Tue May 17, 2011 9:33 am

i meant feeding yourself and your party for various bonus and it would be easy just by traveling from one point to another there would be bushes with fruits and animals to kill (edited my post up there)

I started my post before yours went up, I hadn't read it.
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michael danso
 
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Post » Tue May 17, 2011 5:10 am

As for the open cities, well, that's a technical issue. It seems to be discussed in the no loading screen thread.

Having open cities shouldn't be a problem. I mean, look at the open cities mods for Oblivion, they work fine and they don't cause any FPS hit or weird glitches.
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Jason King
 
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Post » Tue May 17, 2011 2:03 am

Having open cities shouldn't be a problem. I mean, look at the open cities mods for Oblivion, they work fine and they don't cause any FPS hit or weird glitches.

On consoles? There was a reason why cities were closed off in Oblivion.
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Jay Baby
 
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Post » Tue May 17, 2011 12:12 pm

On consoles? There was a reason why cities were closed off in Oblivion.

Why would it cause a problem for consoles?
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Jon O
 
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Post » Tue May 17, 2011 5:54 am

Why would it cause a problem for consoles?

FPS drops/lagging near cities? Consoles are running on 4 year old hardware, and Bethesda games are never really well-optimized to begin with. The whole reason for the closed off cities was to keep the game running at an acceptable FPS, no?
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megan gleeson
 
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Post » Tue May 17, 2011 11:48 am

Ah, ok. I figured since it didn't cause any FPS hit at all on PC that the consoles could handle it. Well, that svcks, looks like we'll be seeing closed cities for TES V unless they figure out some good techniques or use a better engine. It's a shame, really. Oh well, I'm sure Arthmoor or someone else will make an Open Cities mod for TES V.
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Amy Cooper
 
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Post » Tue May 17, 2011 12:14 am

Ah, ok. I figured since it didn't cause any FPS hit at all on PC that the consoles could handle it. Well, that svcks, looks like we'll be seeing closed cities for TES V unless they figure out some good techniques or use a better engine. It's a shame, really. Oh well, I'm sure Arthmoor or someone else will make an Open Cities mod for TES V.

Another thing I couldn't help but wonder is didn't hostile creatures/NPCs attack other NPCs in Oblivion(and vice-versa) while they didn't usually in Morrowind(and never did in Daggerfall)? In Morrowind, sometimes I would get attacked by a cliffracer in a town, but those cliffracers didn't attack any NPCs and no NPCs really cared. Spawn a goblin in the middle of the Imperial City and chaos ensues.
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RUby DIaz
 
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Post » Mon May 16, 2011 11:49 pm

Nah, even with OOO and Open Cities the towns stay really safe. I don't know how, but as long as I don't go to Chorrol (or any other city) and find all its residents dead, I'm happy. ^_^
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Amelia Pritchard
 
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Post » Tue May 17, 2011 2:13 pm

I think a more radical damage system should be implemented, to make it more immersing and less power play and number crunching.

For starters, your health (representing your blood and state of organs) should only -approximately- double throughout the game, the same for weapon damages. Fatigue (your physical/mental condition) and magicka could probably get multiplied by 5.
Secondly, damage multipliers should be a lot higher (for both pc and npc) and attacks should also affect fatigue, with fatigue actually having consequences.
Basically, a rat could be killed with 1-2 blows, 3 arrows should generally get you killed early game and/or have you succumb because of drained fatigue, (melee) sneak attacks should be one-hit kills and power attacks should be near-fatal/crippling blows (because if you have time to deliver such a strike without being chopped to bits yourself in this system, you deserve it). Melee attacks drain fatigue based on endurance and magic based on willpower. Blocking and parrying would negate all damage (apart from certain types of magic) and drain appropriate amounts of fatigue. Offensive ranged magic should be slightly less powerful to balance out the various tricks mages can do (buffers, force pushes?, conjured monsters,...)

This would make the game more strategic and immersive. No more massive meat bag bloughing through everything, no more endlessly beating an enemy at higher levels.
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Nina Mccormick
 
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Post » Tue May 17, 2011 5:25 am

FPS drops/lagging near cities? Consoles are running on 4 year old hardware, and Bethesda games are never really well-optimized to begin with. The whole reason for the closed off cities was to keep the game running at an acceptable FPS, no?


By the time TESV comes out they might have new consoles, so maybe it will work? and if it doesnt im sure some modder will make it :P
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Gavin Roberts
 
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Post » Tue May 17, 2011 10:23 am

I think closed cities wasn't a performance concern as a graphical problem. I think it was about schedules. I think the scripted detail they wanted needed a confined space. I'm not sure though, maybe it is just bad optimization.
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Brian Newman
 
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Post » Tue May 17, 2011 7:45 am

I think it was about schedules. I think the scripted detail they wanted needed a confined space. I'm not sure though

Doubt it. The NPCs and everything work fine in the Open Cities mod.
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Robert DeLarosa
 
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Post » Tue May 17, 2011 1:11 am

Yeah, the Open Cities mod is a great example. It does nothing to decrease the framerate (unless your using mods, which consoles wouldn't have to worry about), and since I've been using Open Cities Reborn which takes away some of the city walls, my framerate in Bravil (without the giant walls) has been even better.

I think they were worried that it would be a problem initially, but to be honest we're not exactly sure how consoles would handle it either way.
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Heather M
 
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Post » Tue May 17, 2011 2:40 am

It is not schedules, it is not performance. Then what is it? New theory, it is easier to design maybe? Or they wanted to scraqe all good things about Morrowind, they were doing it on purpose. (big conspiracy theory. :slap: )
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Anna Beattie
 
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Post » Mon May 16, 2011 11:10 pm

It is not schedules, it is not performance. Then what is it? New theory, it is easier to design maybe? Or they wanted to scraqe all good things about Morrowind, they were doing it on purpose. (big conspiracy theory. :slap: )


I think they just thought it was going to be a problem, or could potentially be a problem so they decided to go the safe route.

And like I said, we don't know if it could be a problem on consoles too. Maybe something like AI is a bigger problem on consoles than on PC? Though I don't really have any facts to back that up.
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Lynne Hinton
 
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Post » Tue May 17, 2011 2:40 am

And like I said, we don't know if it could be a problem on consoles too. Maybe something like AI is a bigger problem on consoles than on PC? Though I don't really have any facts to back that up.

Umm... Wasn't that the reason they cut most of the AI?
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Kim Bradley
 
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Post » Tue May 17, 2011 12:09 am

Umm... Wasn't that the reason they cut most of the AI?

They couldn't get it working properly in time is what I think they said.
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Nice one
 
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Post » Tue May 17, 2011 3:34 am

Umm... Wasn't that the reason they cut most of the AI?


They toned it down because it wasn't working properly. I was talking about it creating problems in processing power.
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Kat Stewart
 
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Post » Mon May 16, 2011 11:57 pm

And like I said, we don't know if it could be a problem on consoles too. Maybe something like AI is a bigger problem on consoles than on PC? Though I don't really have any facts to back that up.

That sort of thing is hard to measure. When you look at pure numbers for hardware strength, consoles tend to have considerably weaker hardware than computers, but are able to use it far more effectively. The PC version of Just Cause 2, for example, recommends a minimum of 2GB of RAM, yet the game runs fine on the 360, which has 512MB. Quite possibly better than Oblivion ran, despite its lower PC requirements. Different games and engines have different degrees of optimization too (and Oblivion is known to have been poorly optimized).
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Anthony Diaz
 
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Post » Tue May 17, 2011 1:14 am

1. NO LEVELING
2. Better combat. I would like a better dodging system that doesn't send you flying 5 feet away from your enemy, maybe even lock-on.
3. More creatures. I hate being attacked by rats and ONLY rats.
4. Parkour and climbing. This is very optional, but it would be a nice feature for acrobats and thieves. NPC could comment about it as well. For this to work, it would be nice to have a roll ability (shift+ctrl), But for that to work, they would have to inprove the crouching system. Insted of "you crouch while sneaking" it would be "you sneak while crouching".
5. More vehicles and mounts. It would be nice to ride in a boat or fly on a dragon and such, heck, why not make split striders ridable if you hijack one?
6. More weapons/anything as a weapon. It would be awesome to use a spear, but it would be even MORE awesome to try to defend yourself with a broomstick! It would be nice to have especially if your sword and shield broke! Same works for projectiles!
7. Crafting/combining. It would be nice to make your own weapons, but the main thing I'm drawing attention to is combining. Let's say you have a broomstick, a knife, and some adhesive. You can press a button and enter the combining menu. This menu would be a piece of paper. The player would then place the broomstick in the menu, flip it so that the bristles are at the bottom of the stick, put some adhesive on the bare end, pace a knife on it, select where the player would hold it and here you are, your very own, makeshift spear. this wouldn't be very powerful or durable, but the more you do this the higher your craftsmanship skill will be, and as a result, your new weapon/tool will be more effective. I would like this to work with spells too, for example: burn+wind type spell=new flame thrower spell. You could use this too inprove spells, if you have two copies: telekineses+telekineses=Inproved telekineses (pick up people/creatures/objects with c and throw them by releasing c).
8. More skills. Some suggestions are: weapons mastery (this skill will govern your base weapon damage, it will increase more if you use different weapons.), sneak attack (it increases your base weapon damage when you sneak attack, the milestones are: multiplier increased from 6 to 8, target will be frozen for one second after the first attack+ X8 multiplier with bow, you can preform an insta-kill attack with the bow and melee weapons, and you become invisible for four seconds after a stealth kill).
9. Morrowind style Argonians. Swim animations and the like, but less leggature action and more constaint water-breathing.
10. Level up perks. Basicly what they did with Fallout 3.
11. Evil ending. I may be a moralfag, but it's nice to know that it was ME who saved the world, and that it was MY choice.
12. Cutsceans. Not much to explain.
13. Hand to hand disarming. It would be cool if the last milestone for hand to hand was a new block skill that had a chance to steal your opponets weapon, then chose to keep it or throw it away, disarmed enemys might try to pick up there weapon if you disarm them and throw your weapon away.
14. No stanama loss on jumping. It was more of an annoiance
15. NPCs notice when their house is robbed. They talk about it, but that's it.
16. WAAAAAY larger world. I'm talking about a world SO LARGE, you'll NEED fast travel. Have a new province, Cyrodil AND Morrowind explorable, even have different creatures in each.
17. Vampires and werewolfs. The werewolf could have a pounce abillity, but play the same as in Morrowind. The vampire would also have to be beefed up a bit, but play the same in general.
18. Animal control spells. The spell would allow you to control an animal compleatly.
19. More classes & higher amount of bacic skills. For class creation, instaed of "choose 7 abilitys" it should be "choose 10 abilitys.
20. Morrowind style fast travel. You need a form of travel to get there quickly like a piloted boat/splitstrider/ect. One twist is that you can choose to quick travel, OR you can choose to not quick travel and just ride. The bigger twist (for those of you who read #5), is that you could hijack the method and control it manualy! If you are not being watched, you can get away with it no problem and pass yourself off as the owner of the splitstrider/boat/ect! But if someone sees you, get ready for a chase! The gaurds will try to find something close to what your riding and try to track you down (stealing a boat of some sort isn't recommended, because the gaurds would have massive vessles!). It would also be possible that the boat you are riding in could be attacked by pirates (similer to assasins in Morrowind and oblivion).
I think 20 Ideas a enough for one post. :read:
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Isabell Hoffmann
 
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