TES V Ideas and Suggestions # 173

Post » Tue May 17, 2011 11:04 am

One thing I'd really like to see is more realistic wildlife/creature behavior. Add more complex behaviors and "life" to the local fauna (fantastical and non-fantastical alike). Not all creatures and animals should attack on sight. Make animals have a food-water cycle throughout the day, with herbivores eating grass and such and predators actively seeking prey. And not all creatures should kill you or another creature purely for the sake of killing it: it should be for food at least half of the time. Having the creature eat you after it has killed you would be a pretty sweet feature too :D. Another really cool (though unlikely I presume) addition would allow animals such as cougars to stalk you before they attack, similar to a sneak attack by the player, instead of outright attacking face to face, which is something any big cat would virtually never do. All of that would at a whole new layer to the little virtual world and make it burst with life.

Also, add REAL dialogue, not just vague statements that are very "gamey" and offer little to no opportunity for roleplaying (which I feel is the single most important aspect of any Elder Scrolls game) and make the NPCs seem like robots. And on that note, add a little more choice to the quests, as it does so much to add to a player's character and makes roleplaying that much better. And on ANOTHER note, add some things for a non-combat oriented character to do and excel in. In a game this open-ended, there should be some room for characters that just want to LIVE in the world and not hack everything to bits.

If possible, tinker with the combat system to make it more fluid and immersive rather than just "generic swing, block, generic swing, block, power attack, block". And please, oh please, make the arrows actually move through the air realistically as if they have some sort of weight, not the foam arrows found in oblivion. Archery would be oh-so-much-more satisfying if that arrow zipped through the air rather than elegantly floated.

Make certain areas of the gameworld more dangerous and suited for a high level character and others more newbie-friendly, instead of the entire world leveled according to the player. It adds some realism to the world as not everything revolves around the player and its adds a much greater sense of intrigue and scale.

And add pets that level up and grow! That would be epically awesome. And let me name my horse (KEEP HORSES DO NOT EXCLUDE THEM FROM ELDER SCROLLS V. . .pretty please).

Just some suggestions. If I think of more, I definitely will post.
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Tue May 17, 2011 8:07 am

It would be nice to have an "aging slider". Similar to the difficulty slider, but it would determine how fast your character ages. As you age, you would get a more weathered face, and your hair would grey out. Pulling the slider all the way to the left would disable aging, and you'd continue as you would in any other game, and pulling it all the way to the right would be.. perhaps, a year aging per day? Aging would be race specific. Altmer would age slowest, and Orcs would age fastest. I wouldn't die due to aging, as it's a cosmetic thing (Who doesn't want to be a wise, all-knowing mage that's matured from the immature mage who thinks he can summon an Atronach?)

Perhaps aging would give different effects. Being older would make you "wiser", giving you bonuses to Intelligence, Willpower and Personality, but make you frail, giving you lower Strength and Stealth attributes. (Perhaps this would be togglable)
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Tue May 17, 2011 12:42 pm

ok two suggestions that i may have posted in thread 100 or 50

1. Make some of the Npcs more attractive its really killing me that my character is the only one

2. More voice actors
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Tue May 17, 2011 3:26 am

What is the chance that anyone from Bethesda will ever actually hear about any of the ideas in this thread? Just curious?

Assuming there is some chance I'll just say the following:

1. Designers should check out http://www.taleworlds.com/main.aspx game "Mount&Blade Warband" and see if it gives them any ideas for practical ways to improve the combat system. Horse mounted combat in particular would be neat. [ADDIT: Just wanted to clarify, I'm _NOT_ suggesting something like the multi-player part of Warband. Just suggesting that the some of the combat dynamics in single-player Warband might spark ideas for improving combat for SINGLEPLAYER play in TES V ]

2. Basic needs (hunger, thirst, sleep, tiredness) as in some of the mods, but seamlessly integrated into the game and balanced with magic, etc.

3. Alchemy should be "nerfed" by making it more realistic. Making potions should not be possible in the dark in a sewer tunnel. Instead, you should have to take the gear out and set it up, get the bunson burner lit, a little mini-game as in the NPC negotiations would be cool. (toggleable for those who just want alchemy to be easy). Making potions should take time.

4. More detailed training (will come back and add a link to a discusion I contributed to in the Gen Discussion forums).

ADDIT Here is the link to the thread http://www.gamesas.com/index.php?/topic/1108023-real-life-leveling-system/page__p__16231286__fromsearch__1&#entry16231286

and I quote myself from there to make it simple

Spoiler
I believe all skills should have at least three axes/domains of development, possible four. At minimum this would be (1) Theory + (2) Practice = (3) Manifest Skill Level.

A more complex form of this would be: (1) Theory + (2) Practice + (3) Realworld experience = (4) Manifest Skill Level.

Theory would come from instruction by Trainers. Practice would come from, practicing the skill, either alone, through sparring, and similar mini-quests with Trainers, guild members, or others that you recruit to willingly train with you.

In the simple version, realworld experience would also count as practice. In the complex version, it would count as having a special value, and the algorithms would be tweaked to make realworld experience crucial for actually advancing skills. The basic idea for both the simpler and more complex system I'm conceiving here is similar to your point that training/instruction should come before practice. Before you can gain anything from practicing a skill you need to amass training points. Training points should cost both money and time, and coolest part would be if there were mini-games similar to the NPC negotiating that you had to beat and which modified the rate of training gain.

Lets say you train up 5 points in Block, costing you 1000 gold and 3 or 4 days spent with the trainer. Now you are ready to go practice that skill and actually start amassing Manifest Skill Level. If you've trained 5 points, then lets say you can go practice up 10 points for a total Manifest Skill Level gain of 10 points.

"Realworld" experience in the more complex version would mean using the skill in a context where you are at risk of harm/loss. In the more complex version, there would be a limit to how much you could gain from practicing (say 66% of each Manifest Point?) and to top off each Manifest Point you'd need to get 2 or 3 points of Realworld Experience.

I tend to think that a complex system like this will not emerge simply because it would appeal to diehard TES fans, but not really to the general market.


5. Fix the Levelling/Major skills system so that the game does not reward out-of-character builds (e.g., Mages with all but one or two Major Skill that they never use, such as: Athlethics, Block, Blunt, H to H, Armorer, Hv Armor, Marksman).

6. Change the training system so that there is less impetus to just do tedious gamey things like jump repeatedly under a dock (see #4 above). Not sure how to do this, but I think TES 5 would be improved if they can do it.

7. Sparring, non-lethal combat, and interactive training with trainers (also see #4 above).

8. More randomnicity to location spawn creatures, less predictability to dungeon populations.
User avatar
michael flanigan
 
Posts: 3449
Joined: Thu Jun 14, 2007 2:33 pm

Post » Tue May 17, 2011 12:39 am

I know alot of people disagree but i would love 4 player co-op so you could make your own guild and have your own guild house (Starts off very bare but all of your members can pay for each upgrade eg one pays for the armoury the other the sleeping area and so on) and you can choose the guild house like an underground assassin base or a knight of the nine chapel and mage and other classes based guild hall and the player can name the guild and the guild master ( the creator of the guild) can give contracts (maybe) and advance people using the guilds message board any member of bethesda game studios working on the elder scrolls please take this seriously i also have alot of friends on xbox 360 who feels the same way
User avatar
Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Mon May 16, 2011 11:39 pm

It would be nice to have an "aging slider". Similar to the difficulty slider, but it would determine how fast your character ages. As you age, you would get a more weathered face, and your hair would grey out. Pulling the slider all the way to the left would disable aging, and you'd continue as you would in any other game, and pulling it all the way to the right would be.. perhaps, a year aging per day? Aging would be race specific. Altmer would age slowest, and Orcs would age fastest. I wouldn't die due to aging, as it's a cosmetic thing (Who doesn't want to be a wise, all-knowing mage that's matured from the immature mage who thinks he can summon an Atronach?)

Perhaps aging would give different effects. Being older would make you "wiser", giving you bonuses to Intelligence, Willpower and Personality, but make you frail, giving you lower Strength and Stealth attributes. (Perhaps this would be togglable)

It worked pretty well in games like Sims 3. But those are the games you sort-of imagine it being implemented. I honestly think most people will choose 1 age and then keep themselves the same age.

But, it'd be easy enough to add with mods, it's just that when you're aging quickly you have a sense of a "ticking clock"" and that you're going to die or that your character's life is passing by too quickly even though they aren't going to die... Just my personal opinion. They had an interesting alternative system in Sims 3 though, if you have aging turned off you can still buy a "birthday cake" to advance to the next stage. So in that game it went Babies > Toddlers > Kids > Teenagers > Young advlts > Old advlts > Elders.

In TES you could, for example, choose to say that you've gotten older by a similar means. So then if you're the youngest you can be... and since the lowest slider for characters actually gave back an age of 15... I'm guessing characters are meant to be about 18-19 for legal reasons at the youngest. So if you have a "birthday" of some kind you could age into an older advlt, maybe by 10 years in aging appearance every time?

So 20 > 30 > 40 > 50 > 60 > 70 > 80 > 90?

And then 0 > 10 would be NPCs... which they've shown they may do VIA Fallout 3.

You know, it's really sad that people can't play games with mods on consoles....

Speaking of which that's my #1 wish. If Bethesda made it so that people could download "X" Amount of Diskspace for mods on consoles, I'd be ecstatic; and I use computers so it's not something that I'm just asking for to get personal gain. It's just that a large part of the community is missing out on a lot because of those limitations. :[

They'd just have to set up a site and have a bunch of people to approve the mods being sent in, once they did you could just download the ".esp" on any system... wouldn't that work?
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Tue May 17, 2011 4:06 am

And add pets that level up and grow! That would be epically awesome.

I also absolutely LOVE this idea i never really cared for the horses because somehow i can run faster than shadowmere(NO MODS)

Maybe add the ability to import your character from TES IV and bring back werewolves? Maybe make it so you could shapeshift to?
User avatar
Stephanie I
 
Posts: 3357
Joined: Thu Apr 05, 2007 3:28 pm

Post » Tue May 17, 2011 9:17 am

It would be nice to have an "aging slider". Similar to the difficulty slider, but it would determine how fast your character ages. As you age, you would get a more weathered face, and your hair would grey out. Pulling the slider all the way to the left would disable aging, and you'd continue as you would in any other game, and pulling it all the way to the right would be.. perhaps, a year aging per day? Aging would be race specific. Altmer would age slowest, and Orcs would age fastest. I wouldn't die due to aging, as it's a cosmetic thing (Who doesn't want to be a wise, all-knowing mage that's matured from the immature mage who thinks he can summon an Atronach?)

Perhaps aging would give different effects. Being older would make you "wiser", giving you bonuses to Intelligence, Willpower and Personality, but make you frail, giving you lower Strength and Stealth attributes. (Perhaps this would be togglable)


The TES games run on a time scale. So how about your character ages one year per in game year.

But I dont really see a point in that, because my absolute longest game in Morrowind lasted 2 in game years, and im sure barely anyone played for more than 5 in game years. And over 5 years aging is only just noticable. So this effect would only just be barely noticable to the most hardcoe of players.

The idea of having your character age faster than the game runs at could be quite problematic, imagine a year per day, and the player plays for 2 or 3 in game years, they would look hideous almost liek a zombie. NPC's wouldnt age, because they dont have children, else slowly over the games progress all NPC's would become OAP's and there would be no young NPC's.
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Tue May 17, 2011 2:12 am

I like the horse and cart idea. It could have a bedroll in the back, or give you the ability to set camp.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Tue May 17, 2011 11:30 am

I was thinking of Knights. If you're in a knigthly order and do quests, you're supposed to show some dignity and high moral stantards.

For example, you help a lady in distress. You get to choose a reward:
A. Gold
B. Her most precious item, maybe one useful in combat
C. sixual favors
D. Nothing

Picking anything but D. could have bad consequences, especially C. if the word gets out. You could get demoted or kicked from the guild if you keep doing such things. In TES2 knights didn't get quest rewards in cash no matter what kind of thing they went through. You only earned occasional armor parts, and finally a house. Other guilds always paid you, knights do it 'cause that's what they do.
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Tue May 17, 2011 7:28 am

I was thinking of Knights. If you're in a knigthly order and do quests, you're supposed to show some dignity and high moral stantards.

For example, you help a lady in distress. You get to choose a reward:
A. Gold
B. Her most precious item, maybe one useful in combat
C. sixual favors
D. Nothing

Picking anything but D. could have bad consequences, especially C. if the word gets out. You could get demoted or kicked from the guild if you keep doing such things. In TES2 knights didn't get quest rewards in cash no matter what kind of thing they went through. You only earned occasional armor parts, and finally a house. Other guilds always paid you, knights do it 'cause that's what they do.


This sounds great, but not onlu knights, but every class should have the same choices.
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Tue May 17, 2011 2:07 am

I also absolutely LOVE this idea i never really cared for the horses because somehow i can run faster than shadowmere(NO MODS)

Maybe add the ability to import your character from TES IV and bring back werewolves? Maybe make it so you could shapeshift to?

I just think horses add an even more adventurous feel to the game. All hardy adventurers should have a faithful steed :D.
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Mon May 16, 2011 11:04 pm

You can go so much further with this. Examples:

1. You help some poor sod but turns out you've been lied about the reward. He doesnt have the money you were promised. Let it be, make him pay for it (kill him, or just beat the living it out of him) , or make an arrengement where neither of you loses face. Like, taking him as a companion for your next quest. You get help and he get's his debt paid.

2. Quest involves something profitable but illegal. Say, you find a pack of refined Skooma. Supplied to street worth 100.000 gold or so, but high risk getting caught. Sell as one heap, worth 25-40.000 gold, less risky. Bring it to authorities, no money but you're considered very lawful. Promotion in Imperial Legion or such order. Negative effect for Underground disposition. Get caught selling, it's jail for you and kicked from guild.

3. Example from Gothic 3: In a nutshell, orcs have taken over some cities, some humans work for them, some are rebels and hiding. One orc leader in a town asks you to get an update from a group leader deep in the forest. You've considered trustworthy by the orcs after completing some minor tasks. You find the group and are able to get the leader's message to be delivered back. What the group leader doesn't know is that you've stumbled upon some rebels on your way, and have already agreed to help them by killing the orc group. Being an actual rebel working undercover, you slay the group and let none flee. Rebels reward you and you gain even more of their trust, and you still posses the message you can deliver to the orcs in town, earning their trust also, not forgetting the rewards from both sides.
There are several opportunities to actually betray your quest givers, or do like Yo-Jimbo and play for both sides for your own benefit. What makes it possible is the quest structure: no hand holding, no restriction to HOW do it, as long as the job is considered done. No one has magical knowledge of your actions, so as long as you don't leave a trail of bodies behind, you're innocent until proven guilty. You can even talk your way out of some situations if you're caught. This is the main reason I love that game. You can actually use your own brain.
User avatar
Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Tue May 17, 2011 10:19 am

You can go so much further with this. Examples:

1. You help some poor sod but turns out you've been lied about the reward. He doesnt have the money you were promised. Let it be, make him pay for it (kill him, or just beat the living it out of him) , or make an arrengement where neither of you loses face. Like, taking him as a companion for your next quest. You get help and he get's his debt paid.

2. Quest involves something profitable but illegal. Say, you find a pack of refined Skooma. Supplied to street worth 100.000 gold or so, but high risk getting caught. Sell as one heap, worth 25-40.000 gold, less risky. Bring it to authorities, no money but you're considered very lawful. Promotion in Imperial Legion or such order. Negative effect for Underground disposition. Get caught selling, it's jail for you and kicked from guild.

3. Example from Gothic 3: In a nutshell, orcs have taken over some cities, some humans work for them, some are rebels and hiding. One orc leader in a town asks you to get an update from a group leader deep in the forest. You've considered trustworthy by the orcs after completing some minor tasks. You find the group and are able to get the leader's message to be delivered back. What the group leader doesn't know is that you've stumbled upon some rebels on your way, and have already agreed to help them by killing the orc group. Being an actual rebel working undercover, you slay the group and let none flee. Rebels reward you and you gain even more of their trust, and you still posses the message you can deliver to the orcs in town, earning their trust also, not forgetting the rewards from both sides.
There are several opportunities to actually betray your quest givers, or do like Yo-Jimbo and play for both sides for your own benefit. What makes it possible is the quest structure: no hand holding, no restriction to HOW do it, as long as the job is considered done. No one has magical knowledge of your actions, so as long as you don't leave a trail of bodies behind, you're innocent until proven guilty. You can even talk your way out of some situations if you're caught. This is the main reason I love that game. You can actually use your own brain.


All three of those ideas are amazing. :bowdown:
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Tue May 17, 2011 6:10 am

But I dont really see a point in that, because my absolute longest game in Morrowind lasted 2 in game years, and im sure barely anyone played for more than 5 in game years. And over 5 years aging is only just noticable. So this effect would only just be barely noticable to the most hardcoe of players.

That's why there's a slider to change how fast you age. The ideal aging would likely be a year a month (for a Man, perhaps Orc), at around 50% of the slider.

The idea of having your character age faster than the game runs at could be quite problematic, imagine a year per day, and the player plays for 2 or 3 in game years, they would look hideous almost liek a zombie.

There would be a limit to how much you can age, of course. It's more realistic to stop aging at a certain point to end up as a decaying monster, without magical means.

NPC's wouldnt age, because they dont have children, else slowly over the games progress all NPC's would become OAP's and there would be no young NPC's.

It wouldn't apply to NPC's. It's purely a cosmetic thing for the player, with perhaps a few skill alterations. I think we can forgive the lack of realism, in this case, can't we?
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Tue May 17, 2011 3:15 pm

snip

Those are really good quest ideas. I hope Bethesda follows that structure.
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Tue May 17, 2011 7:55 am

You can go so much further with this. Examples:

1. You help some poor sod but turns out you've been lied about the reward. He doesnt have the money you were promised. Let it be, make him pay for it (kill him, or just beat the living it out of him) , or make an arrengement where neither of you loses face. Like, taking him as a companion for your next quest. You get help and he get's his debt paid.

2. Quest involves something profitable but illegal. Say, you find a pack of refined Skooma. Supplied to street worth 100.000 gold or so, but high risk getting caught. Sell as one heap, worth 25-40.000 gold, less risky. Bring it to authorities, no money but you're considered very lawful. Promotion in Imperial Legion or such order. Negative effect for Underground disposition. Get caught selling, it's jail for you and kicked from guild.

3. Example from Gothic 3: In a nutshell, orcs have taken over some cities, some humans work for them, some are rebels and hiding. One orc leader in a town asks you to get an update from a group leader deep in the forest. You've considered trustworthy by the orcs after completing some minor tasks. You find the group and are able to get the leader's message to be delivered back. What the group leader doesn't know is that you've stumbled upon some rebels on your way, and have already agreed to help them by killing the orc group. Being an actual rebel working undercover, you slay the group and let none flee. Rebels reward you and you gain even more of their trust, and you still posses the message you can deliver to the orcs in town, earning their trust also, not forgetting the rewards from both sides.
There are several opportunities to actually betray your quest givers, or do like Yo-Jimbo and play for both sides for your own benefit. What makes it possible is the quest structure: no hand holding, no restriction to HOW do it, as long as the job is considered done. No one has magical knowledge of your actions, so as long as you don't leave a trail of bodies behind, you're innocent until proven guilty. You can even talk your way out of some situations if you're caught. This is the main reason I love that game. You can actually use your own brain.


What kind of computer do u have? because i can play Oblivion on very high with very little or no lag but Gothic 3 i cant play at all. as to the ideas it would be great if they would implement quests in that way.
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Tue May 17, 2011 12:47 pm

What kind of computer do u have? because i can play Oblivion on very high with very little or no lag but Gothic 3 i cant play at all. as to the ideas it would be great if they would implement quests in that way.

You need not only Community Patch but also .ini tweaks. You find plenty of them googling "Gothic 3 .ini". Then it's just try and see. I propably got a much older PC than you, and it's very playable imo.
What a shame another great game was put out buggy and unfinished. Like Daggerfall :)
User avatar
Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

Post » Tue May 17, 2011 12:10 am

You need not only Community Patch but also .ini tweaks. You find plenty of them googling "Gothic 3 .ini". Then it's just try and see. I propably got a much older PC than you, and it's very playable imo.
What a shame another great game was put out buggy and unfinished. Like Daggerfall :)


alright ill try that, cause the community patch was worthless in getting it unlaggy so ill try googling the ini and the patch again. even with the community patch i get like 2 fps in that first fight, havnt changed ini yet though, what do i change on it the only things i could find on google are things to increase visual stuff.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Tue May 17, 2011 3:23 pm

I want TESV to be a game that never loses its charm, and there's always a reason to keep playing, like how a lot of people keep on playing MW2, or Pokemon!


Aha speakin about Pokemon thats what track's for, what my whole team did at states lmao
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Tue May 17, 2011 12:04 pm

I’ve been thinking about alchemy, and how to make it more useful and more interesting, how about adding synergetic alchemical interactions?

The idea is to add effects that are not predicted by individual ingredients. For example, if you take sugar (an ingredient that hasn’t existed in TES, but lets assume it restores fatigue and health) and we mix it with yeast (another ingredient that isn’t in any TES game, but lets assume it has other equally mundane effects) you get something completely different, alcohol.

An alchemy system where some ingredients mix together to create potions stronger than the sum of their parts, or with effects not predicted by their constituent parts could be really interesting.

The player would have legitimate reasons to read alchemy books, to find combinations to stay away from, or to find combinations to attempt.

Lower level players would not be able to see the effect of the synergisms until the potion has been made. The game play effect of this would be similar to the failed spells of Morrowind, but would be slightly more interesting. Higher level players will not be able to see what the synergetic effect will be until they select the two ingredients, but can see the effect before pressing the "make potion" button.
Or maybe no character can see the synergetic effect until they have made one of those potions, after which it gets added to the player’s recipe list, and each time they make that potion again it gets displayed to them. It’s a bonus of experience, beyond levels.

There are loads of possible effects that could be created with this system, some could just be certain ingredients which make a particularly strong version of what you’re attempting to make, and some could make something the complete opposite to what you’re attempting to make. Other potential effects are:
  • The creation of drugs (Like Alcohol)
  • Mixing some poisons with certain medicines could increase the rate at which the poison works, or slow it (As we all know, in sufficient quantity that which cures can also kill)
  • Similar effects with medicines, you could create slow cure medicines which heal you very slowly but over the course of an in game day.


While I’m on the topic of Alchemy, I would like to see alternative ways to administer poisons or potions. In Oblivion all that you could do to poison someone was to shoot them with an arrow or strike them with a coated weapon, that’s not very subtle. How about being able to lace food with poison (or medicine if you wish to be nice). You could coat a training weapon with poison so when people are training one of them could get very ill. I would like to see it possible to put poison on pretty much anything that could apply that poison to someone*. Or how about with a high enough sneak skill I could put drops of poison into someone’s mouth while they sleep.

* This game me a thought for another synergetic effect. How about poisons that can be absorbed through the skin, so you place poison on the hilt of someone’s sword then when they pick it up and use it their health starts to drain, or they recoil in pain and drop their sword (a good way to rig combat to your, or your allies advantage).
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Tue May 17, 2011 2:14 am

What's wrong with blacking out the screen, removing the sound, and shortening the length when it's disabled? I'm guessing that if six is involved, children will be involved. A lot of us would want to have six simply for kids.

Also, Bethesda should stop going for the PG audience. How can you create a realistic working world when there's no dark elements to the whole game? Real life isn't nice and happy with rainbows. Even in a fantasy world.


One of the things that one of my friends has a beef with is the G-Rated entertainment mentality. Most every Filmmaker or story writer suggests that in order for a story to be believeable it must be real. A G-rated TES game is a game that is a lie. Pure and simple. Morrowind worked because you're in a believable world. People worked for their own agendas. In Oblivion, it didn't seem real even if there is the illusion of being real. TES: Oblivion was a game I couldn't complete mostly because it fails to be believable to me. I tried to do Shivering Isles, but it seems to bizarre or something like an upside down Alice in Wonderland. Although Sheogorath was the most lovable character in all of Oblivion. What I am trying to say is that I don't want a PG-rated lie in TES:V. The lies angle has already been explored. Tell an R-rated truth this time. :)
User avatar
Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Tue May 17, 2011 6:09 am

I think you should be emporer because at end of game (SPOiLER)>>>> Martin says the fate of the empire is in your hands
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Tue May 17, 2011 2:29 am

My wants

-More Level Scaling

-More High Level Monsters, I dont want the game to max out at level 30.

-More Arena Matches!

-The same fast travel system as in Oblivion, itd be wonderful.

-More Quest Markers

And, before anyone thinks so. I do not need to add a "[/sarcasm]" because im completely serious.

PS:

I tried to do Shivering Isles, but it seems to bizarre or something like an upside down Alice in Wonderland. Although Sheogorath was the most lovable character in all of Oblivion.


Its the world of madness.... OF COURSE ITS BIZARRE!
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

Post » Tue May 17, 2011 11:33 am

My wants

-More Level Scaling

-More High Level Monsters, I dont want the game to max out at level 30.

-More Arena Matches!

-The same fast travel system as in Oblivion, itd be wonderful.

-More Quest Markers

I want the exact opposite of all of these, except High Level Monsters, I agree with you actually :blink: on that one.
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

PreviousNext

Return to The Elder Scrolls Series Discussion