TES V Ideas and Suggestions # 174

Post » Tue May 17, 2011 10:41 am

New Spell - Decoy (or Doppleganger)
Family - Illusion

This spell creates an imaginary representation of the player that runs off and distracts guards or enemies. Trying to infiltrate a palace? Utilize the decoy spell to make the guards chase down your imaginary self while you get behind a locked door. Depending on your illusion level will determine the radius before the decoy disappears, and whichever decoy spell you're using (bought, learnt, or created) will determine the duration (if it doesn't escape that radius).
Notes:
-If you use decoy and there aren't any enemies nearby, it won't have any effect. It only works on hostile enemies/creatures.
-If you use decoy while an enemy can see you they won't necessarily chase the decoy. Always use it when an enemy can't see you to distract them, not to try to get away from a firefight.
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Dewayne Quattlebaum
 
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Post » Tue May 17, 2011 10:14 am

When you get your conjugation high, there should be spells where you can someone 2+ lesser enemies.
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tegan fiamengo
 
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Post » Tue May 17, 2011 4:55 am

New Spell - Decoy (or Doppleganger)
Family - Illusion

This spell creates an imaginary representation of the player that runs off and distracts guards or enemies. Trying to infiltrate a palace? Utilize the decoy spell to make the guards chase down your imaginary self while you get behind a locked door. Depending on your illusion level will determine the radius before the decoy disappears, and whichever decoy spell you're using (bought, learnt, or created) will determine the duration (if it doesn't escape that radius).
Notes:
-If you use decoy and there aren't any enemies nearby, it won't have any effect. It only works on hostile enemies/creatures.
-If you use decoy while an enemy can see you they won't necessarily chase the decoy. Always use it when an enemy can't see you to distract them, not to try to get away from a firefight.

It could mirror (literally mirror, not copy) your movements.

Also, an old suggestion, but I guess no one will mind if it is repeated, just to make sure:
Don't have the progression from iron-steel-orcish-dwarven-ebony-daedric, but instead have several (smaller) progressive trees, each with some unique traits, beside their classification as light/(medium/) heavy.
The trees don't have to be 100% symmetrical (same amount of levels with each level having the approximately same strength), but can just be free from each other, so Daedric can be an armor, without any related other materials, that trumps every armor in practically every way, but quasi impossible to find. There has to be some balance to cater for all playing types though.
For example:
Metal (standard heavy armour): copper, bronze, iron, steel
Leather (standard light armour): soft leather, hardened leather, reinforced
Furs (light, bonus against frost): patched rabbit hides, wolf, thick bear fur
Elven (light, bonus against magic): standard, falmer, royal (unique piece from an elven king)
Race specific with unique bonuses and an added boost if worn by the correct race
Special materials (medium): mithril, bonemold, glass, obsidian
etc.
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Cayal
 
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Post » Tue May 17, 2011 8:48 am

It's been a while since I posted a suggestion but I figured I might as well post this idea I recently thought of. As someone who usually plays as a thief in Oblivion, I like stealing from every store and house I can break into when my character comes across a new city. However, this is never very challenging, as all I have to do is wait until night, avoid the very few guards on patrol and break into a house. So, what I'd like to see in TES V is that whenever I steal something and don't get caught, when the owner of the item I stole discovers it's gone, they report it. And because they reported the theft, more guards come out to patrol the area where I stole that item, at the time of day I stole that item. So stealing will get harder and harder as more and more guards come out to keep watch.
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Cody Banks
 
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Post » Tue May 17, 2011 10:59 am

It's been a while since I posted a suggestion but I figured I might as well post this idea I recently thought of. As someone who usually plays as a thief in Oblivion, I like stealing from every store and house I can break into when my character comes across a new city. However, this is never very challenging, as all I have to do is wait until night, avoid the very few guards on patrol and break into a house. So, what I'd like to see in TES V is that whenever I steal something and don't get caught, when the owner of the item I stole discovers it's gone, they report it. And because they reported the theft, more guards come out to patrol the area where I stole that item, at the time of day I stole that item. So stealing will get harder and harder as more and more guards come out to keep watch.


Why would guards patrol an are that has already been robbed. Also I find it difficult to believe that guards would even bother with a robbery, unless some king or such has been robbed.
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Aman Bhattal
 
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Post » Tue May 17, 2011 8:49 am

Why would guards patrol an are that has already been robbed. Also I find it difficult to believe that guards would even bother with a robbery, unless some king or such has been robbed.


Well one would assume that if there was a robbery, or a string of robberies, there would be more to come, hence the need to increase the presence of guards. :shrug:
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Nicole M
 
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Post » Tue May 17, 2011 8:04 am

Make the inventory a little more streamlined. And hopefully remember to disable some of the keys as quest items when the quests are finished.

Also, Medium Armor would be good.

Maybe some lanterns/candles would be nice.

And food for the local area. I read about this really rare/expensive wine that is Skryim local, and it would be cool to have a quest based around that.
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Steph
 
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Post » Tue May 17, 2011 6:06 am

I don't think armor class should be based on the material, but rather the style. Who says all Daedric has to be plate? Why can't there be Daedric chain mail? Pehaps Ebony chain? Elven? Plate-style armor should be the heavy armor, not the fact that it's a certain material. Medium should be any chain mail style. Light would be anything that ins't a metal, like fur, leather, etc.
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Shae Munro
 
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Post » Tue May 17, 2011 8:39 am

I don't think armor class should be based on the material, but rather the style. Who says all Daedric has to be plate? Why can't there be Daedric chain mail? Pehaps Ebony chain? Elven? Plate-style armor should be the heavy armor, not the fact that it's a certain material. Medium should be any chain mail style. Light would be anything that ins't a metal, like fur, leather, etc.


I agree, but maybe there could be like light-chain.
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Cash n Class
 
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Post » Tue May 17, 2011 1:08 pm

I don't think armor class should be based on the material, but rather the style. Who says all Daedric has to be plate? Why can't there be Daedric chain mail? Pehaps Ebony chain? Elven? Plate-style armor should be the heavy armor, not the fact that it's a certain material. Medium should be any chain mail style. Light would be anything that ins't a metal, like fur, leather, etc.


I think the determining factor for what is light should be mobility. Chain (no matter what it is made out of) is usually considered light armour because the wearer can move easily. Medium should be most metals (and stiff metal like materials) which aren’t full plate, a lot of armour covers vital areas with leather or chain holding it together in areas that need flexibility or which aren’t vital, http://upload.wikimedia.org/wikipedia/commons/5/53/Istanbul.Topkapi067.jpg. Heavy should be http://upload.wikimedia.org/wikipedia/commons/9/90/Maximilienne-p1000557.jpg.

That said I do totally agree that each material should be made into each type of armour. Iron chain, Iron medium plated, and Iron full plate. Ebony chain, Ebony medium plated, and Ebony full plate. Ebony would always be heavier than Elven, but only in weight, not class.

Maybe Glass would never be able to be made into chain mail and would be a purely medium and heavy type. I don’t think glass would make good chain, and I never understood why it was considered light.
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Ann Church
 
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Post » Tue May 17, 2011 8:36 am

It would be hard to turn ebony into chain mail because it's not a metal, just a really hard piece of rock. Same with daedric.
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STEVI INQUE
 
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Post » Tue May 17, 2011 9:07 am

Training Montages. I want to see my character doing push-ups and learning sword techniques to the music of Rocky EVERY time I talk to a skill trainer.

EDIT: Or the Pokémon theme song. That works, too.
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Chris Cross Cabaret Man
 
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Post » Tue May 17, 2011 3:44 am

Make it more like Morrowind and less like Oblivion.... Morrowind was epic Oblivion was just ok (but when compared to Morrowind it was a total flop)
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KIng James
 
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Post » Tue May 17, 2011 6:31 am

Play the Final Fantasy victory theme every time you kill something.
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Justin Hankins
 
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Post » Tue May 17, 2011 6:33 am

One thing I really want to see from the guilds is some interaction with the guild AFTER you become guild master. And I don't mean "oh, you're the archmage, you get free ingredients even though there are [censored]loads of free ingredients anyway." I would love to see something like what the fighters guild in oblivion did with the focus on recruiting or missions but it needs to go further. You're a guild master for christ's sake, you should be able to give out missions, if not directly to members than at least to your council who in turn give out smaller assignments that focus on the larger whole. I desperately wanted to reinstate necromancy after the cluster[censored] that trebonius started and Travon finished which almost tore the guild apart altogether. I want more leadership responsibilities from my leadership roles. I want to play the missions to increase my rank and then I want my rank to have tangible meaning besides 15 xbox achievement points. The game gets downright boring once you've mastered all 4 guilds and you have no choice but to finish the main quest and the expansions.

I would love to see high councils instilled into each guild and you should have to prove yourself to be put onto the council and then you should have to make guild decisions based on whatever specialization you choose to serve on the council (I'm assuming each council member is responsible for certain aspects of the guild and have to collaborate with the grandmaster and the other specialized council members) as well as quests to reach the grand master rank.

For example: In the mages guild, I should have to lead x amount of expeditions, I should have to advance my own as well as my pupils' arcane abilities, I should be held accountable for my political and scholarly decisions as well as how well my "crew" (that I should also be able to select once I reach said high council position) performs in the field.

In the fighters guild I should be held accountable for any failed missions or lost lives whether they're civilians, members or targets that I am responsible for. I should be able to plan out the direction of my particular branch or guild house while also working towards my personal aspirations of guildmaster. I should receive distress calls and high stakes missions the close I get to reaching guild master that require more than simply killing a bunch of mercenaries.

In the thieves, maybe there wouldn't be a "council" per say, but I should absolutely become a doyen or at least be offered the chance to run my own "guild hall" of sorts. I should be in direct contact with the guild master and I should be able to collaborate and share my spoils in my attempts to outdo everyone in the guild, always wanting to usurp the clearly inferior grandmaster.

I have no idea how the dark brotherhood would work, quite frankly I loved the Morag Tong and would love to see a more legitimate assassin's bureau in the coming elder scrolls games, in which I can mark targets and perform high stakes kills that must go undetected in impossible circumstances to become the master assassin.

I feel like the guild are seriously lacking depth, I felt that way with morrowind and oblivion made the journey to the top even shorter, I realize bethesda is selling to the masses but damn could I at least have the option for a challenging race for guild supremacy? I mean 12 missions later and I'm the grandmaster of the entire mages guild in the capital city of the empire?? Seriously??

Sorry for the rant, I just feel like the guilds could be...well guilds, rather than simply a status. Even if the council seems like it would make the ranking system too complicated at least let me do something worth while once I make it to the top of my respective guilds. Otherwise what's the point? Status. I don't play oblivion for achievement points.
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Christine
 
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Post » Tue May 17, 2011 1:12 am

Oh, one last suggestion, this drove me absolutely crazy when I got into the really good equipment. Please please please please please fix the money system. For one thing, why is my enchanted daedric equipment priced lower than that little hovel you can buy in the imperial city? Child, please, the legendary items should buy me a half a castle (a very small castle but nonetheless half of a castle.) Now, I'm not asking for half a castle, I just feel that it would be reasonable to give merchants as a whole more money, keep the alchemy stuff cheap (because it would be cheap to buy a mushroom or a root) but run the prices of weapons and high value equipment way up both when buying and selling (again, because they would be much more expensive.) It just seems fake and lazy when the most money ever exchanging hands is 2000 septims.
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Bryanna Vacchiano
 
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Post » Tue May 17, 2011 12:52 pm

good, interactive economy.
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Eddie Howe
 
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Post » Tue May 17, 2011 5:38 am

Training Montages. I want to see my character doing push-ups and learning sword techniques to the music of Rocky EVERY time I talk to a skill trainer.

EDIT: Or the Pokémon theme song. That works, too.


And the pokemon level up theme when you level up lol.
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Nikki Morse
 
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Post » Tue May 17, 2011 1:53 am

Limited leveling enemies - having no leveling will be like a level cap in a way, once you are uber hard there will be little interest at all in any dungeon, no matter how intelligently they grade the dungeons further form the starting point. I do firmly believe that there should be areas where you will just get turned to mincemeat straight away if you venture into. FO3 had this quite well done.

No level cap of any kind, even the maximum 100 should be removed. Gives true value to being a specialist, too easy to become 100 at every skill if you get down to it.

Fast travel! Same as Morrowind (but you see it happening (skippable)). The idea of jumping to any city on the map whether you have been there or not is far too console. Going back to a location if you have already discovered it is not ideal either. Breaks the continuity a wee bit.

Open cities. It's an immersion thing. I like the idea of bigger cities as well, more populated, more stuff taking place within them. But still a fair few, the variety of cities in Oblivion was great.

Look at the mods - things like remove spells, the menu interface needs to be different for PC than for console (mouse and keyboard needs to better utilized, Morrowind was good)

This is my first post!
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ruCkii
 
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Post » Tue May 17, 2011 3:41 pm

This is my first post!


U should get a Fishy Stick, but i don't know who gives them. *Wanders off to find a fishy stick*
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Matt Fletcher
 
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Post » Tue May 17, 2011 2:45 am

....snip.....

This is my first post!
Welcome aboard. Have a --> http://www.imperial-library.info/dogate/til_fishystick.jpg


I posted the following as the 201st post of the What's Important to YOU thread....:shrug:....so I'm just going to cut and paste it here. As Rohugh says; its pretty much just the same thread idea.

-----------------------------------------------------------------------------------------------
Although I played MW on the PC and greatly enjoyed the mods available; I am writing now as a pure XBOX 360 player/customer. These are not in a particular order:

1. - Better magic (i.e. - revisit the Morrowind magic system) - GET RID OF THE SPELL MAKING AND ENCHANTING ALTARS. Area effect spells should appear as an area of effect upon impact with the ground, and that area/sphere should linger for the duration of the spell. Allow items to be enchanted to cast spells (i.e. like classic wands, staves, etc...). Bring back levitation and slowfall. Allow custom spells to have custom graphic appearances and sound effect (e.g. - my classic wizard might want a concussive blast with thunderclap and lightening, while my assassin magi would want a concussive blast with an invisible wave of energy and only the grunts and thuds of his rendered foes.

2. - Revamp the inventory and spell lists. - Get rid of the keys, we don't need to see them. ALLOW DELETION OF SPELLS!! Both inventory and spell lists would be improved with a "Most used items list", which we could add to or remove from at will. As I improve my customized spells I could put them in my active spellbook, while dumping the useless older versions to my main library of spells (or delete the oldies). Similarly, the 2 weapons and 2 potions types that I use constantly would be in one bag, separate from the 500 other items crammed in my backpack.

3. - Cap the bandits, but don't cap me. - I can play the game as you envisioned it.....or I can become an ULTRA-MEGA-GOD astride this pitiful world. My choice, not yours. If you want to challenge me as a game programmer, then make more ultra-tough baddies in the depths of your dungeons. But at 85th level, while walking through the small towns, and roadside bandit camps.......I should be beyond any force of nature.

4. - Variety is the spice of life. Look at these forums, and the pride that people take in how their characters LOOK. A simple function in tailor shops (for clothes) and smithies (for armor) would allow pattern and multicolor selection for every single worn item in the game. This is so simple and improves replayability so much.

and 5.......

Late Splinter, on 15 August 2010 - 02:37 PM, said:

MOST IMPORTANT
1.) Unique Items and treasure/relic placement - Random loot should almost be non-existence. I don’t care if it ruins replay-ability, make it crazy difficult to get to if you don’t want me to have it at an earlier level.
....snip....


I utterly and completely disagree with this point.
BETHESDA, it is replayability for your one player games that has MADE your company so famously acclaimed. Number and variety of quests. Different factions to join. Different play styles (not just Wizard v Fighter v Theif). The world is a sandbox, not a tunnel.

Make random quest generators.
Make random item generators (ala Sacred, Diablo, etc...).
And allow every scene to be taken on by avoidance/stealth or brutal force or silent lethality (ala Deus Ex).

P.S. - Mobile light sources would be cool. B) Let me fill a cave/house/city square/etc... with candles, lanterns, magic crystals, torches, etc.... and you can see it from miles away in the dark. B)
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Nims
 
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Post » Tue May 17, 2011 10:29 am

Less randomization and no leveling. Go back to the detail of Morrowind.
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Lalla Vu
 
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Post » Tue May 17, 2011 11:17 am


I utterly and completely disagree with this point.
BETHESDA, it is replayability for your one player games that has MADE your company so famously acclaimed. Number and variety of quests. Different factions to join. Different play styles (not just Wizard v Fighter v Theif). The world is a sandbox, not a tunnel.

Make random quest generators.
Make random item generators (ala Sacred, Diablo, etc...).
And allow every scene to be taken on by avoidance/stealth or brutal force or silent lethality (ala Deus Ex).


That's funny because despite the massive amount of random items in diablo, it's the uniques and runewords that are generally better and most used. You don't need random items for replayability. You most certainly do not need random quest generators. I found daggerfall brain numbingly boring because doing the same quest with different names and different locations did not feel like doing a different quest at all. It was just one huge cut and paste. Morrowind is one of (if not the, Diablo 2 might be higher) my most played games of all time, and I never felt the need for more items, in no small part due to the beautiful and complex enchanting system that had me making my own items nine times out of ten.

So here's my request: don't randomly generate anything if you can help it. Especially high level gear. Put it in pre-determined difficult dungeons that I can reach from the start. The appeal of the RPGs of yore was that veteran players could use their understanding of the game to beat the odds and acquire these items at will through intelligent use of the game's system. I want that back. No more scaled items or having the best items in the game only show up randomly. If you don't want newbies getting it, have an army of daedra guarding it, don't arbitrarily block people from getting it because they're too low level.
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D LOpez
 
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Post » Tue May 17, 2011 2:33 am

Fast travel! Same as Morrowind (but you see it happening (skippable)). The idea of jumping to any city on the map whether you have been there or not is far too console.


Yeah, Daggerfall was really dumbed down console crap, eh? :rolleyes:
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Steve Bates
 
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Post » Tue May 17, 2011 6:40 am

Yeah, Daggerfall was really dumbed down console crap, eh? :rolleyes:

Difference of scale. Fast Travel holds a hugely different weight when walking from point A to point B could theoretically take out-of-game days. The world's design and therefore the design of the mechanics that interact with it shifted when the sense of scale changed.
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Johnny
 
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