TES V Ideas and Suggestions # 173

Post » Tue May 17, 2011 11:59 am

My wants

-More Level Scaling

*Snip*

-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:



Its the world of madness.... OF COURSE ITS BIZARRE!


But really are you serious? You seem to have picked everything almost everyone can agree that they do not want in the next TES game and put it into one list. Well appart from the two I sniped, those i agree with. :P
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Cheville Thompson
 
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Post » Tue May 17, 2011 7:26 am

Sense they are making a new elder scrolls game, I think they should make a huge war between the provinces, Because of what chancellor ocato said at the end of the main storyline (Provinces haven't been getting along), So I think they should make it in either skyrim or summerset isles, and make it like a war with other provinces on the borderline so you can keep going back and there's always a war
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Emma-Jane Merrin
 
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Post » Tue May 17, 2011 9:54 am

Well if there is to be conflict between 2 provinces, I want two endings to the games main quest.

1. You can join 1 of the provinces to win the war.
2. You can stop the conflict by letting the two get at peace.
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Latisha Fry
 
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Joined: Sat Jun 24, 2006 6:42 am

Post » Tue May 17, 2011 6:20 am

My wants

-More Level Scaling

-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.




C'mon man! Why would you request the things that most people HATE? Just . . . Why?!?!?
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Alyna
 
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Post » Tue May 17, 2011 8:43 am

Useless to speak for them, people can express themselves. Example : "I approve Deagonx!"
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Taylor Bakos
 
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Post » Tue May 17, 2011 4:03 am

Pygmy Lepper, have you read The Infernal City yet? There might be some ideas for you in there.

One of the first points is that the possible effects of a substance require a bit of magical hoodoo voodoo, and it seems that a neophyte can't discern exactly what the effect is all the time.
Translating that to an in-game situation, each effect on a substance could be accompanied by a "alchemy skill". At (that level -10), you can start seeing the school of the new effect, but can't identify Shield from Levitate from Feather yet. The 10, as always, need not be 10, nor fixed.

One reason I propose this is that Alchemy, while one of the few skills where each level of skill is actually rewarding in Oblivion, still suffered from the tiering effect. spreading some effects between 5 and 25, and 25 and 50, etc is just a case of teasing the player along. The first time a player finds a new effect on an old substance/food by rechecking, they're on the hook. The sooner this starts, the better... as long as new stuff keeps on being delivered.

Other than that, I heartily approve of the concept of "potion recipes that work abnormally well/poor/give unexpected effects". That's been... not exactly a staple (it's not even in the top 5 things I want in alchemy), but a facet I've tossed about in my own alchemical musings. It "just fits", and therefore should be part of any alchemy system!


Two offerings:

First, each effect should have a potency. While ANY two foods pretty much restore fatigue, perhaps Bread does better than Wheat Grain? Or a Pear does better than Lettuce? Well, a Minotaur Horn is probably also much more potent for its primary effects than a foodstuff.
Second, add gear that allows the player and character to distill bulky potions to reduce their weight... eventually. It need not be terribly effective initially. It would just be a good way to justify "watermelon + pumpkin"= small potion. Otherwise, the way weight is calculated needs a massive overhaul...
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Jaylene Brower
 
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Post » Tue May 17, 2011 4:17 am

.Better stealth system

.be able to go prone

.be able to slit throats

.hide bodies better

.hide in long grass/bushes

.be able to throw spears/tomahawk axes

.better horse riding, a horse riding skill

.bring back CLIMBING

.some kind of GRAPPLING HOOK

.be able to climb through windows

.a varied terrain ie swampland, mountains, desert

.be able to kick as hand to hand improves ala daggerfall

.bring back boats and silt striders

.cloud unexplored parts of the world map. In OB every town was just 'there' when you left the sewers. I WANT to be lost.

.more unique dungeons/caves with lore

.none levelled enemies

.more random villages/hamlets out in the wild, be able to set up house there.

.for walled towns, be able to climb over the wall

.A proper vampire hunters guild

.be able to use small rowboats

.PENNY FARTHINGS!! and guards using them chanting HALT! = win of epic proportions.
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BRIANNA
 
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Post » Tue May 17, 2011 1:06 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.


Pygmy Lepper, have you read The Infernal City yet? There might be some ideas for you in there.

One of the first points is that the possible effects of a substance require a bit of magical hoodoo voodoo, and it seems that a neophyte can't discern exactly what the effect is all the time.
Translating that to an in-game situation, each effect on a substance could be accompanied by a "alchemy skill". At (that level -10), you can start seeing the school of the new effect, but can't identify Shield from Levitate from Feather yet. The 10, as always, need not be 10, nor fixed.


Yes, the alchemy system needs a revamp. I like the synergetic idea Lepper posted and the more general fix Archmage suggested.
Here are some http://esv.wikia.com/wiki/Alchemy from the (failed) master suggestion wiki (laid out clearly, even if I say so myself), including suggestions on how to fix the calculations of different potencies of the ingredients.

People could say more variety in the alchemy system could lead to more clutter in your inventory, but I contest that idea, as the inventory was already really cluttered and therefore already is in need of a revamp.
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Fam Mughal
 
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Post » Tue May 17, 2011 9:06 am

.Better stealth system

.be able to go prone

.be able to slit throats

.hide bodies better

.hide in long grass/bushes

.be able to throw spears/tomahawk axes

.better horse riding, a horse riding skill

.bring back CLIMBING

.some kind of GRAPPLING HOOK

.be able to climb through windows

.a varied terrain ie swampland, mountains, desert

.be able to kick as hand to hand improves ala daggerfall

.bring back boats and silt striders

.cloud unexplored parts of the world map. In OB every town was just 'there' when you left the sewers. I WANT to be lost.

.more unique dungeons/caves with lore

.none levelled enemies

.more random villages/hamlets out in the wild, be able to set up house there.

.for walled towns, be able to climb over the wall

.A proper vampire hunters guild

.be able to use small rowboats

.PENNY FARTHINGS!! and guards using them chanting HALT! = win of epic proportions.


I had to look up penny farthings but i agree with most of the stuff here, the only things i didnt like is why would u want MORE leveled enemies?i was already sick and tired of bandits having glass armor but now u want more? and im not so sure about the penny farthings...that would just look silly...
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Jesus Duran
 
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Post » Tue May 17, 2011 12:38 pm

I though possibly you take place as emporer (lol dark brotherhood assassin as emporer lol XD) and rule over cyrodil when troubles arise allover your land and stuff... That's a hard one to think of.

Idea 2 : you are an elite knight nage archer whatever you want and your land is filled with crime or an evil force and your either causing it or fighting it.

Idea 3 : The elder scrolls creator : you have an unbuilt land that only you have a portal to and you build castles towns settlements charachters (make their name race features class birth sign an more!) creatures factions and everything you desire custom armor and weapons and you rule your land! Create new races and mounts. You can design everything from placing a few trees near a lake you made to a castle the size of 15 imperial cities! Not only can you travel between cyrodiil and you land (whatever you name it) but you can go to shivering isles hammerfall elswyr skyrim black marsh summer set isles morrowind and every other land! Eventually you can open portals to your land in each city alowing access by every NPC in the game. But entrance to your land by NPC's isnt free so that means you get paid everyweek for all those who have traveled to your land 5gold to get in though usbt much. Of course its free for you and your people. These are my 3 main ideas for a new game I hope you like them please consider them! especially number 3!!! I have alway loved things to be made your own way!!

P.S. I could also use help thinking of idea 1 storyline ( idea 1 is the emporer one
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Schel[Anne]FTL
 
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Post » Tue May 17, 2011 2:20 am

My wants:

- Being able to lock chests, display cases, etc. and it matters what level you are in security to lock the case like very easy, easy,normal, hard, very hard.

- Being able to buy a dog

- A.Is being able to sneak around a steal stuff

- Being able to use necromancy magic.

- More book stories

- No fast travel

- Able to have a family

- The more fame you have the more you have people trying to kill you for gold pieces.

- Let us have more magica

- More voice actors

- Make it 2-4 player co-op

- Being able to resurrect dead peoples' bodies so they follow you

- More guild quests

- Arena should be online so you can fight other players

- More armor

- Harder to get gold pieces

- Being able to hire a bounty hunter to kill a certain person

- Have a levitation spell in the game

- Being able to own a inn or a market place and being able to hire people for that place and being able to call it whatever you want.

- Being able to choose where you were born in tamriel

- A vampire guild, Vampire hunter guild, werewolf guild, werewolf hunter guild, and a rival to the Darkbrotherhood guild.

- Being able to join any guild

- Bigger A.I. battles

- Keep the quest markers because in morrowind I use to get lost on some missions
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Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Tue May 17, 2011 3:10 pm

My wants:

- Being able to lock chests, display cases, etc. and it matters what level you are in security to lock the case like very easy, easy,normal, hard, very hard.

- Being able to buy a dog

- A.Is being able to sneak around a steal stuff

- Being able to use necromancy magic.

- More book stories

- No fast travel

- Able to have a family

- The more fame you have the more you have people trying to kill you for gold pieces.

- Let us have more magica

- More voice actors

- Make it 2-4 player co-op

- Being able to resurrect dead peoples' bodies so they follow you

- More guild quests

- Arena should be online so you can fight other players

- More armor

- Harder to get gold pieces

- Being able to hire a bounty hunter to kill a certain person

- Have a levitation spell in the game

- Being able to own a inn or a market place and being able to hire people for that place and being able to call it whatever you want.

- Being able to choose where you were born in tamriel

- A vampire guild, Vampire hunter guild, werewolf guild, werewolf hunter guild, and a rival to the Darkbrotherhood guild.

- Being able to join any guild

- Bigger A.I. battles

- Keep the quest markers because in morrowind I use to get lost on some missions

I agree with most of these idea's. They will give it more of a role playing aspect .
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KRistina Karlsson
 
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Post » Tue May 17, 2011 1:08 pm

don't mean to piss people off but if you don't want fast travel simply don't use it
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Cool Man Sam
 
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Post » Mon May 16, 2011 11:52 pm

don't mean to piss people off but if you don't want fast travel simply don't use it


Eh, this does not work for me dude. In Morrowind I will use the travel systems happily but with Oblivion I hate fast travel. This does mean I do not use it; I can not help myself. It is just to efficient not to use. This is why they must make alternatives, or even better, replacements.
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ILy- Forver
 
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Post » Tue May 17, 2011 4:01 am

Eh, this does not work for me dude. In Morrowind I will use the travel systems happily but with Oblivion I hate fast travel. This does mean I do not use it; I can not help myself. It is just to efficient not to use. This is why they must make alternatives, or even better, replacements.

:shrug: I don't use it, but then again I'm a roleplayer.
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Mel E
 
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Post » Tue May 17, 2011 12:33 pm

I never said I wasn't Martut, but my human self can never refrain from fast traveling. It must be replaced. Besides, fast traveling is not realistic. Catching a boat or a stage coach is realistic.
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NIloufar Emporio
 
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Post » Tue May 17, 2011 4:08 am

Fast travel is like a drug, once you use it, you can't stop. I hope they bring back quick travel from morrowind, but it has to be something fantastical, not a caravan, something as creative as silt striders.
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BaNK.RoLL
 
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Post » Mon May 16, 2011 11:04 pm

Ox carts? Mammoth Carts? Underground ice slides?

In TES V, assuming its in Skyrim, they must have woolly mammoths!!!
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Stephanie I
 
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Post » Tue May 17, 2011 9:21 am

search no fast travel for Oblivion on Google or hell tesnexus problem solved anyway I'm doing another playthrough of TES:Oblivion so far haven't used fast travel
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Lil Miss
 
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Post » Tue May 17, 2011 5:15 am

Wishlist:

- Sneak attacks being overall more powerful (More like FO3, but it was too easy to one hit thinks in FO3)
- Long and Short blades being split up again
- Short Blades using Agility to increase damage (or speed)
- Short Blades dealing bonus damage on sneak attacks (Stealth characters are meant to use them, but they were never the best choice)
- Poisons that do not expire after one attack
- Persuation being useful
- Throwing Weapons being reintroduced
- Dual Weilding, and also some incentive to only use one hand (other than no shield)
- Make Khajit look decent
- Make characters have decent looking faces
- Multiple voice actors (FO3 was fine)
- Make stealing from houses a more viable way to make money
- Fix the repair system. Having to repair every few seconds is not fun. (Again, FO3 improved on this)
- Remove the draining power on enchanted items. Make soulgems required to craft weapons, not use them
- Keep things interesting once you have reached the highest rank in a guild. Once you became the Listener the Dark Brotherhood became boring. It shouldn't be like that.
- Improve the magic system. Using magic should not be such a pain in the ass.
- Have a decent main story. The "Oblivion" sections of Oblivion were TERRIBLE, and to top it off you had to do basically the same thing over and over again.

And the obvious, use a new engine. The movement and combat in FO3 and Oblivion were clunkym and they had no excuse to be.
Deus Ex, System Shock, Morrowind etc. were old, all games from that time feel a bit off. But FO3 and Oblivion were just poorly made in the aspect. These games are FPS/RPGs, and the FPS aspect is often lacking. Weapons don't feel right, jumping is just dumb, hit registration is off, the list goes on.

They're the main ones. Plenty of others, but can't think of them right now. Haven't played Oblivion in a while.
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Neil
 
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Post » Tue May 17, 2011 3:28 pm

don't mean to piss people off but if you don't want fast travel simply don't use it

Yeah, you are right. The option of fast traveling is a good idea because it is for those you don't want to waste time running around. I sometimes use fast traveling for doing a quest quick before I go to bed. The thing I really want in Oblivion is co-op because my best friend and I always talk about how good our player was so then we could battle it out to see which one is better. We also wanted to do quests together so we can experience the same thing in the game.
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kevin ball
 
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Post » Tue May 17, 2011 10:16 am

All I would like in the new elder scrolls......if there will ever be one......is no teleporting. I hated in Oblivion that there was this GIANT map, and you never saw any of it cause you could just teleport. Also epic walking music would be nice :D Oh! And I want more than just two monsters total....I think I only say wolves, rats, and bandits throughout my whole playthrough of Oblivion....then again all I ever saw in Morrowind (or remember) is Cliff Racers....
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Bigze Stacks
 
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Post » Tue May 17, 2011 1:39 am

don't mean to piss people off but if you don't want fast travel simply don't use it


My problem with the implementation of fast travel in OB was that it replaced all other methods of travel. I used silt striders, boats and teleporters all the time in MW. I hate OB's fast travel, but like fast travel, so long as it conforms to the games lore.

So basically, I want to use fast travel, but I also want to role play.

My solution to this was that I created in my head an imaginary fast travel system, so when I was standing outside a city gate I would allow myself to fast travel to another city, but no where else. I hate that the game forces me to do this.

The next TES can include an OB sytle fast travel system, so long as they also include a system role players can use.

EDIT:
Pygmy Lepper, have you read The Infernal City yet? There might be some ideas for you in there.

*snip*

Two offerings:

First, each effect should have a potency. While ANY two foods pretty much restore fatigue, perhaps Bread does better than Wheat Grain? Or a Pear does better than Lettuce? Well, a Minotaur Horn is probably also much more potent for its primary effects than a foodstuff.
Second, add gear that allows the player and character to distill bulky potions to reduce their weight... eventually. It need not be terribly effective initially. It would just be a good way to justify "watermelon + pumpkin"= small potion. Otherwise, the way weight is calculated needs a massive overhaul...


First, yes I have read the Infernal City, I just forgot about it while writing the post. But since this idea is in official cannon I have high hopes for the hoodoo voodoo being in the next game.

The "watermelon + pumpkin"= small potion effect could be excused by the two ingredients making multiple weaker potions, or of the same strength, and balance this by making those ingredients suitably rarer or more expensive.

Potency of ingredients could be incorporated extremely easily. Each effect on an ingredient needs a value, and then the potency of the potion is a result of ingredient A and B's values by the values of the quality of the alchemistical equipment. To add to this (or take away, depending on how you feel about adding complexity to a system) each ingredient could have a different value depending on how long you’ve had it, so freshly picked fruit will be potent, but once you’ve kept it in your pack for 2 weeks it's potency value reduces.

The potency idea could also add depth to ingredient searching; in the current system the strength of a damage health potion is dependent on your alchemy equipment alone. When different ingredients have different potencies then you may want to go find the legendary rare flower for an extremely strong poison for a particularly special target.

p.s. Since I tend to assasins or thiefs who depend on their poisons for combat a better and deeper would be much apreciated.

EDIT2: I dont want to add another post straight after this, so i'll just keep appending to it until i stop coming up with aditional ideas.

About the potency values. Maybe ingredients could also duration values. Like maybe if you mix two healing ingridients with long duration value, then you would get a potion that slowly heals. Or maybe you mix an ingredient which lasts a long time with a quick strong ingridient, you could get a a quick weak heal, or medium duration medium heal potion, or a long strong heal depending on your skill.
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Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Tue May 17, 2011 9:56 am

V
Seriously? You don't want six in your game, so no one in the world should be allowed it? Personally, I don't like six or nudity in my games, but when it's a simple toggle to hide the six scenes/nudity, I really don't see the problem. Everyone doesn't have to play to your specifications. It's not even some kind of comprimise. If you don't want it, block it out. :shrug:
I actually agree with you, they do that in the fable series.... the screen blacks and your partner says somthing stupid like "did you just cast a fire ball spell" and plus it teaches. Kids about allways wearing a condum or you might get n std. .....
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Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Tue May 17, 2011 1:45 pm

My wants:

- Being able to lock chests, display cases, etc. and it matters what level you are in security to lock the case like very easy, easy,normal, hard, very hard.

- Being able to buy a dog

- A.Is being able to sneak around a steal stuff

- Being able to use necromancy magic.

- More book stories

- No fast travel

- Able to have a family

- The more fame you have the more you have people trying to kill you for gold pieces.

- Let us have more magica

- More voice actors

- Make it 2-4 player co-op

- Being able to resurrect dead peoples' bodies so they follow you

- More guild quests

- Arena should be online so you can fight other players

- More armor

- Harder to get gold pieces

- Being able to hire a bounty hunter to kill a certain person

- Have a levitation spell in the game

- Being able to own a inn or a market place and being able to hire people for that place and being able to call it whatever you want.

- Being able to choose where you were born in tamriel

- A vampire guild, Vampire hunter guild, werewolf guild, werewolf hunter guild, and a rival to the Darkbrotherhood guild.

- Being able to join any guild

- Bigger A.I. battles

- Keep the quest markers because in morrowind I use to get lost on some missions

I kind of wanted a dog to >…> and dude. Are you crazy it would svck so hard if you had to walk ever were right after you spent like forever trying to get to a certain destination . And you can reserect some to follow you after you kill the. Final bad guy necromancer you can take his staff worm king or somhig like that I know I have it n my skingrade home ... I'm not sure but conjuration counts as necromansy.
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Dan Scott
 
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