TES V Ideas and Suggestions # 174

Post » Tue May 17, 2011 4:23 am

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.
Oh, no worries. I still fully enjoy the pre-assigned, unchanging items, dungeons, and quests. Especially the well written quests. But my point is to give the player something MORE.
For example: So I'm the master of the theives guild. Yay for me! Now what? :unsure: Or I'm a warlock in the mage's guild. I could just play the guild storyline to become the grand wizard...... :dance: .....just like I did with my 32 preceding characters........orrrrrrr...........I could take a sideline assignment from some higher ranking wizard to pass the time. Who knows? While I'm out on that mission I might encounter some great staff of power that none of my other character's has ever seen before, which will make the completion of the guild MQ that much funner. B)
Furthermore: I too enchant almost all of my high level equipment. So? It would still be cool to find that one in a million random uber item that would keep even my 95th level uber character interesting to play. But as my post says; that uber item should NOT be in the hands of some mugger in a back alley.
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Darrell Fawcett
 
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Post » Tue May 17, 2011 1:25 am

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.


But walking is fun and that adds a lot of replayability to it!

The world's design and therefore the design of the mechanics that interact with it shifted when the sense of scale changed.


Walking doesn't become any less boring once you've seen everything than it would if the game was bigger. Fast travel is there because at one point people get tired of going through the same place for the thousandth time and would much rather just skip it. I don't mind exploration. In fact it's the main reason why I play ES games. I do mind hiking just for the sake of realism.
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jessica breen
 
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Post » Tue May 17, 2011 11:49 am

Oh, no worries. I still fully enjoy the pre-assigned, unchanging items, dungeons, and quests. Especially the well written quests. But my point is to give the player something MORE.
For example: So I'm the master of the theives guild. Yay for me! Now what? :unsure: Or I'm a warlock in the mage's guild. I could just play the guild storyline to become the grand wizard...... :dance: .....just like I did with my 32 preceding characters........orrrrrrr...........I could take a sideline assignment from some higher ranking wizard to pass the time. Who knows? While I'm out on that mission I might encounter some great staff of power that none of my other character's has ever seen before, which will make the completion of the guild MQ that much funner. B)
Furthermore: I too enchant almost all of my high level equipment. So? It would still be cool to find that one in a million random uber item that would keep even my 95th level uber character interesting to play. But as my post says; that uber item should NOT be in the hands of some mugger in a back alley.

The ideal system for me:

- Caves and dungeons contain various random loot chests, but also some set loot
- The most deep/dangerous of these will contain the most rare/powerful set loot, and/or 1-3 boss chests that contain high-levelled random loot
- This allows for a mix of replayability/variety, and guaranteed value
- Random encounters can be found throughout the world (e.g. an escaped prisoner on the run, and you can choose whether to ignore him, kill him, capture him, or help him; or you run into a thief disguised as an innocent traveller and you have to make sure he doesn't get the better of you)
- Randomly generated assignments for guilds, and the player should be required to do a certain number of these to advance (while also completing the main quest line for that guild, and meeting skill/reputation requirements as well)
- Most enemies are at a set level; weaker enemies can be found near civilization and in small caves, but as you get out into the wilderness or into deeper dungeons/caves, you will find stronger enemies and more powerful set loot.
- There should be ~10 mega caves, bigger than any we've seen yet in a TES game, with unique bosses at the end, and these bosses should be level 50-80+, and the player should have to be cunning and resourceful to defeat them. The first time you defeat each of these, you should get access to a special unique reward, and some high-leveled random loot. If you return later, that boss should be gone, but a new high-leveled enemy should be there, and the random loot should still be available as a reward.
- The MQ should be leveled/scaled to a degree, just so that it can be done at level 1 or level 50, and the level 1 is able to succeed, and the level 50 is not bored from lack of challenge. Though the level 50 player should still have an advantage in the end.
- The overworld should have very little random loot, if any. Random loot should only be found in caves/dungeons, which should also have an abundance of set loot.
- Outside of the MQ and possibly some faction quests, there should be very little scaling/leveling of enemies.
- There should be even less scaling/leveling of items; random loot should be leveled but there shouldn't be such drastic differences in an item's power based on the level at which it was found
- No set items should be leveled (quest rewards, unique shopkeeper items, unique NPC heirlooms, set dungeon loot, etc.).


Regarding travel...
- More incentive not to use it, and more consequences for relying on it . . . maybe make it possible to be "ambushed" when you fast travel, and you lose 20% of your money and/or some items... And add some random encounters that give nice rewards for players who walk.
- Fast travel only to major waypoints (cities, settlements, points of interest, etc.)
- Carriages act as shuttles from these waypoints to more out of the way locations, and you can skip a carriage ride once you've paid for it, but it costs extra to do so, and you can still be ambushed.
- Improved mount system. Horses should be more responsive and fluid, like in Red Dead Redemption. Maybe offer some other form of mount as well, though I dunno what that might be...
- Mark/Recall
- Levitation (presumably requires that cities be in the overworld cell)
- I agree that there should be a greater scope; the biggest "mountains" in Oblivion took about 3 minutes to scale, and it took about 5 minutes to get from even the most remote location to a major city)
- Don't sacrifice content though; only make the world as large as possible without making it feel too empty/repetitive.
- Add a wide variety of terrain/landscape types, as well as flora and geographical features
- Minor wildlife to add to immersion (birds, small game like squirrels, etc. but make them fit in with the TES world)
- Set loot in hard to reach places to add to the incentive to explore by foot
- Some places should only be reachable with certain skills, perks, and/or items (e.g. you need to have Expert Strength to move a boulder from a cave entrance, or Expert Agility to scale a castle wall, but if you have a crossbow with a grappling hook you can bypass that Agility requirement)
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xx_Jess_xx
 
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Post » Tue May 17, 2011 8:00 am

id like to see being able to buy houses and shops maybe even land and have manors/ maybe a castle build from a list of designs, abit like fable and like morrowind where in the house you get a manor, oh i long for my talvanni house. and maybe even quests with some houses you buy or somthing add abit of flavour to other quests apart from the main bits.
plus id like to see a army faction like the legion but in the enxt game if the legion isnt there then somthing like a army of somekind.
and in morrowing you could do a quest to get hold of ingrediants i didnt see much of that in oblivion event tho there was loads of mines, and maybe be able to take the metal ect to have things crafted armor weapons, just to winden the game more i think.
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Nuno Castro
 
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Post » Tue May 17, 2011 4:01 am

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.

i agree with the armor thing like in morrowind there wasnt many daedric items i.e armor weapons but in oblivion once a char gets a certain lvl everyone has them such a drag, without any super dupa items even if ur a high lvl killin vivic or that 4k yr old wizard with the dugean in his basment with a nice chest game cant rememeber how to spell his name, its nearlly impossible to kill them and like you knew some areas you went if you wasnt strong ud get pwned oviously we all found ways to do it right from the start ice blade of monarch became my best sword to get at the start but that took time to learn myself. in short none of this lvling when i lvl
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Ian White
 
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Post » Tue May 17, 2011 5:36 am

I would like it if NPC's could use racial abilities. Currently, if I use MCP, or Oblivion's equivalent to allow them to do so, they'll be really overpowered and near impossible to kill properly. I think it could really create some diversity between the races, and I'd know to prepare myself depending on the enemy. If I'm fighting an Orc, for example, I know I'm going to have to have a good defense, and that they'll be comprimising thier own defense to cause higher damage. Taking advantage of races could be possible.

Of course, this will need to be balanced by lowering the amount they do initially, and, perhaps, making classes do what they're best at more often than not. (More Orc warriros and Breton mages)

A bit of thought will be required into balancing, but in the end, I feel we'll have a more realistic, immersive and thought provoking approach to the game.
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Yvonne Gruening
 
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Post » Tue May 17, 2011 10:09 am

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


Well of course it wasn't! However, walking across largely unvarying scenery to get to a place which is few real world hours away would have been infeasible. Oblivion simply wasn't big enough to justify those shortcuts.

And I didn't say "dumbed down" or "crap", by console I meant shortcuts. As a PC and console player I do find that the console games are rather more immediate. However, TES on consoles should not be like that.

In short - DUH!
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Chelsea Head
 
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Post » Tue May 17, 2011 6:43 am

It would be wonderful if you could make your own strengths and weaknesses, like in Daggerfall, instead of only being able to choose from the standard birthsign. You should be able to choose from one of the standard birthsigns or a custom "birthsign", like with premade classes and custom classes.
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Natasha Biss
 
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Post » Tue May 17, 2011 9:23 am

Someone has *far* too much time on their hands....




i agree completly he needed to make it shorter.........................
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Miss K
 
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Post » Tue May 17, 2011 7:11 am

I want to feel like im in hostile territory.

the fight fo survival is where bethesda games shine.

traversing the ashlands in morrowind at low levels is dangerous.. the threat of death lingers round every corner... constant edginess and the hope you run into a few supplies on a corpse.

oblivion didnt have this feeling at all.

Fallout 3 did.

they seem to have sorted out the problem, just a reminder though ;)

I want the feel like prey, not a predator at level 1.

I want to sneak and hide under trees, in shadows, I want to have to hide from bigger stronger enemies than my rusty iron dagger wielding self.

I want fatigue to mean something again.. I want to have to prepare for long jaunts in the wilderness, not just fast travel back to a shop and back to my location again.

I want to be stuck amidst lots of tough enemies and strategise a way out cos at the moment they cant see me.

I want to crawl on my hands and knees into a small outback town and hope they have medical supplies and a bed.

and a climbing skill.




ok i agree with this a little bit but not as drasticly ok i want more of a chalange yes and more realism yes but i want to have fun and win not go on suisid emissions like turok or morrowind so yah realism would be nice and toughfer oponets but if the oponent are tougher armor and wepons need to be too and i hate how morrowind broke armor up realy small and used like 15 armor out of 60 it was bull crap
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Amelia Pritchard
 
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Post » Tue May 17, 2011 2:13 pm

Well of course it wasn't! However, walking across largely unvarying scenery to get to a place which is few real world hours away would have been infeasible. Oblivion simply wasn't big enough to justify those shortcuts.


For you, maybe. But Oblivion mostly looks the same to me too and after some time I get tired of seeing it. If you don't like the fast travel you are still free to walk everywhere.
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Kelly James
 
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Post » Tue May 17, 2011 2:50 am

More things to do in guilds...

not every guild quest has to be some epic cross country journey to smite evil.

ie for the fighters guild there could always be a demand for firewood.. so you can go into the woods to chop some wood and you get a small bit of gold in the form of a pop up message when you return ala daggerfall.

Or hunt food for your guild members.

Gather ingredients for mages guild.. ASWELL as the legit quests.

The thieves guild in Oblivion worked a bit like this.. you stole when you wanted, and the more respect you got, the better missions you were given. It was the free-est guild.

Work for your guild doing odd-jobs.. it would really help with roleplaying.. and how cool to be able to chug a beer with your FG buddies after a days chopping wood, all as your gold slowly builds up.


i have to agree with this too i mean guelds should have unlimited stuff like wood and suplies and stuff it should feal more real the quests are awsome but in games i love realism + fantasy mixed in it makes it more fun
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Breautiful
 
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Post » Tue May 17, 2011 3:48 am

give argonians/khajiit there goat legs back.


WHAT ARE YOU TALKING ABOUT THAT WOULD BE HORIBLE I WOULD HAVE PLAYED AS KAJIT AND ARGONIANS IN MOROWIND IF IT WASNT FOR THAT THIS IS THE WORST IDEA IV HEARD TODAY AND SOME ARE REALY DUMN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I ALMOST ALWAYS HAVE 2 OR 3 KAJIT AND ARGONIAN SAVES IN OBLIVION THEY ARE AWSOME!!!!
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leni
 
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Post » Tue May 17, 2011 6:10 am

[quote name='The Warseeker' date='12 August 2010 - 12:18 PM' timestamp='1281633529' post='16267978']
Most of them... But it is still, more or less, considered a tradition.

Anyways, what if there was an option to have TES V acquire data from your Oblivion save file? Perhaps it would find your character(s) and register them in the character creation menu as a preset. Say you have an Imperial, Argonian, and Orc character. When creating your character, instead of reconfiguring all these settings to re-create your character, you can just select your old character off the preset menu. Maybe if you choose a preset, a chest will appear in a remote location and it will contain all the things s/he had in Oblivion.
"Oh, hey, my 10000 gold I had obtained from Oblivion in my free-time didn't go to waste after all!"

Also, the whole "Only you can save us" theme is getting kinda tiring (for me, anyways). Why not change it to "Only you two can save us," instead? You could have a second optional slot where you can create another character to help you on your journey.

Times said "Character": 8 :blush2:
[/quot


so do you mean you create 1 persone to play like a giant orc warior and a second you dont but who goes with you and you can equip stuff on him like to complement your orc warior a wood elf arcer and u equip what he has?? if u mean like that that would be nice
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Wane Peters
 
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Post » Tue May 17, 2011 7:20 am

One of the things I really want to see in the next TES game is a landscape that will draw me in and captivate me. Oblivion's fault wasn't that it was a pretty generic setting; it was simply empty of anything and everything that encouraged going out and exploring it, and was also pretty boring to look at. Ironically, I found the Capital Wasteland in Fallout 3 so much more beautiful, and it always held my interest enough to wonder if I should go poking around for extra loot and risk getting mauled by a deathclaw.
Oblivion felt small, empty, and pretty lifeless compared to Morrowind and Fallout 3, which is also ironic, considering that Morrowind's setting is a great deal of ashland deserts, and Fallout 3 is nothing but wasteland, when putting them up against Oblivion's forests.
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Ridhwan Hemsome
 
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Post » Tue May 17, 2011 1:01 pm

New skill/ability: Deception

Deception is essentially, sneaking in the light rather than the dark. With Deception your player can don a suit of armor and fool the guards into thinking he's one of them, or some ragged clothes to blend in with the beggars. Based on your sneak level (or Deception level if it's a new skill), your proximity to enemies (the people you're trying to deceive), and other factors (like interacting with the enemies, taking items, or sticking around an area for too long) will increase suspicion. Deception will allow you to get around guards and locked doors without needing to stick to the shadows, but will require a little wardrobe change.

Also along with physical deception (knock out or kill a certain person or simply buy some clothes that look like whoever you're blending in with), there would be magical alternatives. I'm thinking of a spell like chameleon, but works on the people in your vicinity. If you walk away from guards to the poor people, you'll turn into a beggar. So you'll have to be very careful with where you use that spell, and with how long it works for.

If done right, Deception could be a great way to add more immersion to the game for stealth-based characters.



i have always wanted somthing like this i mean when im trying to sneack somewhere how do the gurds know to kill me when im dressed like one of them and am walking?? it is anoying
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Trent Theriot
 
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Post » Tue May 17, 2011 3:58 am

WHAT ARE YOU TALKING ABOUT THAT WOULD BE HORIBLE I WOULD HAVE PLAYED AS KAJIT AND ARGONIANS IN MOROWIND IF IT WASNT FOR THAT THIS IS THE WORST IDEA IV HEARD TODAY AND SOME ARE REALY DUMN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I ALMOST ALWAYS HAVE 2 OR 3 KAJIT AND ARGONIAN SAVES IN OBLIVION THEY ARE AWSOME!!!!


That's really uncalled for, insulting other peoples' ideas like that. We all have our own opinions, but we need to respect other peoples' opinions as well.

And the whole beast race legs thing is simply a matter of taste. Some people like it, while others, including yourself, don't like it. I'm fine with the weird legs in Morrowind; I simply had to get used to it after a while, since I first started with Oblivion.

Personally, I like the beast races from Morrowind more, since they actually seemed like true 'beast races'; going back to Oblivion, they just seemed too human.
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daniel royle
 
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Post » Tue May 17, 2011 2:33 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 think it would be nice to have a middle ground on armor but it would create more armor types we wuld want to use so i would want another slot for specilization instead of 7 mabey 8 or 9 and maby chain could be light aswell if it is light chain that is used with leather
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Maddy Paul
 
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Post » Tue May 17, 2011 6:11 am

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.



it could be used with magic for lore say a great armorsmith and mage worked together to put ebony and stuff into chain through a very long and hard proces using rare matirials and yata yata yata so mabey they could create a quest with it where you help them in exchange for armor depending on what you did or money
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lucile
 
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Post » Tue May 17, 2011 3:56 am

The ideal system for me:

- Caves and dungeons contain various random loot chests, but also some set loot
- The most deep/dangerous of these will contain the most rare/powerful set loot, and/or 1-3 boss chests that contain high-levelled random loot
- This allows for a mix of replayability/variety, and guaranteed value
- Random encounters can be found throughout the world (e.g. an escaped prisoner on the run, and you can choose whether to ignore him, kill him, capture him, or help him; or you run into a thief disguised as an innocent traveller and you have to make sure he doesn't get the better of you)
- Randomly generated assignments for guilds, and the player should be required to do a certain number of these to advance (while also completing the main quest line for that guild, and meeting skill/reputation requirements as well)
- Most enemies are at a set level; weaker enemies can be found near civilization and in small caves, but as you get out into the wilderness or into deeper dungeons/caves, you will find stronger enemies and more powerful set loot.
- There should be ~10 mega caves, bigger than any we've seen yet in a TES game, with unique bosses at the end, and these bosses should be level 50-80+, and the player should have to be cunning and resourceful to defeat them. The first time you defeat each of these, you should get access to a special unique reward, and some high-leveled random loot. If you return later, that boss should be gone, but a new high-leveled enemy should be there, and the random loot should still be available as a reward.
- The MQ should be leveled/scaled to a degree, just so that it can be done at level 1 or level 50, and the level 1 is able to succeed, and the level 50 is not bored from lack of challenge. Though the level 50 player should still have an advantage in the end.
- The overworld should have very little random loot, if any. Random loot should only be found in caves/dungeons, which should also have an abundance of set loot.
- Outside of the MQ and possibly some faction quests, there should be very little scaling/leveling of enemies.
- There should be even less scaling/leveling of items; random loot should be leveled but there shouldn't be such drastic differences in an item's power based on the level at which it was found
- No set items should be leveled (quest rewards, unique shopkeeper items, unique NPC heirlooms, set dungeon loot, etc.).


Regarding travel...
- More incentive not to use it, and more consequences for relying on it . . . maybe make it possible to be "ambushed" when you fast travel, and you lose 20% of your money and/or some items... And add some random encounters that give nice rewards for players who walk.
- Fast travel only to major waypoints (cities, settlements, points of interest, etc.)
- Carriages act as shuttles from these waypoints to more out of the way locations, and you can skip a carriage ride once you've paid for it, but it costs extra to do so, and you can still be ambushed.
- Improved mount system. Horses should be more responsive and fluid, like in Red Dead Redemption. Maybe offer some other form of mount as well, though I dunno what that might be...
- Mark/Recall
- Levitation (presumably requires that cities be in the overworld cell)
- I agree that there should be a greater scope; the biggest "mountains" in Oblivion took about 3 minutes to scale, and it took about 5 minutes to get from even the most remote location to a major city)
- Don't sacrifice content though; only make the world as large as possible without making it feel too empty/repetitive.
- Add a wide variety of terrain/landscape types, as well as flora and geographical features
- Minor wildlife to add to immersion (birds, small game like squirrels, etc. but make them fit in with the TES world)
- Set loot in hard to reach places to add to the incentive to explore by foot
- Some places should only be reachable with certain skills, perks, and/or items (e.g. you need to have Expert Strength to move a boulder from a cave entrance, or Expert Agility to scale a castle wall, but if you have a crossbow with a grappling hook you can bypass that Agility requirement)







i agree that it would be nicer for more dificulty and stuff but how would we know if entering a specific cave we would be choped to peices and become a zombies next dinner??? it should give us a warning at the cave entrance telling us like-YOU WILL DIE FROM THE ENEMYS HERE IF YOU ENTER BEFOR LEVEL 70!!!!!!!!! WOULD YOU LIK TO ENETER ANYWAY???- and it should give us plenty of space to turn around and get the door incase we hit the wrong buton
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Jenna Fields
 
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Post » Tue May 17, 2011 9:51 am

i agree that it would be nicer for more dificulty and stuff but how would we know if entering a specific cave we would be choped to peices and become a zombies next dinner??? it should give us a warning at the cave entrance telling us like-YOU WILL DIE FROM THE ENEMYS HERE IF YOU ENTER BEFOR LEVEL 70!!!!!!!!! WOULD YOU LIK TO ENETER ANYWAY???- and it should give us plenty of space to turn around and get the door incase we hit the wrong buton

No, I'd HATE that. That sort of hand holding removes a lot of challenge and excitement, not to mention immersion. With enough common sense anyone should be able to avoid that scenario anyway.

As I said, generally speaking, the farther you are from civilization, the more dangerous the locales. So you really wouldn't just stumble across a high level cave; you'd have to be deep in the wilderness. And as you wander out that far, you'll begin seeing higher leveled enemies as well, which should warn you to stay away. And it's not like the second you open a cave entrance, you're bombarded by an enemy lurking at the door. Usually the entrance is free anyway to allow the play to get his bearings, so if you did somehow accidentally wander into a high level cave in the deep wilderness, passing high leveled enemies in the process, you'd have plenty of time to turn around.

Low level characters would generally have to stay relatively close to cities and settlements, or at least stick to pathways rather than untamed brush. This would ensure that they don't come across any enemies they cannot handle, but it would still provide them with a good amount of places to explore if they're careful. As they level up, they can stray farther from the well-beaten path and seek greater treasures and more deadly enemies.
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NO suckers In Here
 
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Post » Tue May 17, 2011 1:00 pm

And the whole beast race legs thing is simply a matter of taste. Some people like it, while others, including yourself, don't like it. I'm fine with the weird legs in Morrowind; I simply had to get used to it after a while, since I first started with Oblivion.

Personally, I like the beast races from Morrowind more, since they actually seemed like true 'beast races'; going back to Oblivion, they just seemed too human.


I am a fan of MW style beast races as well, but the skeleton could use some fine tuning.
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Liv Staff
 
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Post » Tue May 17, 2011 10:46 am

That's really uncalled for, insulting other peoples' ideas like that. We all have our own opinions, but we need to respect other peoples' opinions as well.

And the whole beast race legs thing is simply a matter of taste. Some people like it, while others, including yourself, don't like it. I'm fine with the weird legs in Morrowind; I simply had to get used to it after a while, since I first started with Oblivion.

Personally, I like the beast races from Morrowind more, since they actually seemed like true 'beast races'; going back to Oblivion, they just seemed too human.




ok il tone down my opinions a bit i did not mean to insult him
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Betsy Humpledink
 
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Post » Tue May 17, 2011 8:54 am

No, I'd HATE that. That sort of hand holding removes a lot of challenge and excitement, not to mention immersion. With enough common sense anyone should be able to avoid that scenario anyway.

As I said, generally speaking, the farther you are from civilization, the more dangerous the locales. So you really wouldn't just stumble across a high level cave; you'd have to be deep in the wilderness. And as you wander out that far, you'll begin seeing higher leveled enemies as well, which should warn you to stay away. And it's not like the second you open a cave entrance, you're bombarded by an enemy lurking at the door. Usually the entrance is free anyway to allow the play to get his bearings, so if you did somehow accidentally wander into a high level cave in the deep wilderness, passing high leveled enemies in the process, you'd have plenty of time to turn around.

Low level characters would generally have to stay relatively close to cities and settlements, or at least stick to pathways rather than untamed brush. This would ensure that they don't come across any enemies they cannot handle, but it would still provide them with a good amount of places to explore if they're careful. As they level up, they can stray farther from the well-beaten path and seek greater treasures and more deadly enemies.



i gues but a subtle sight near the entrance would be nice if u dont like that and i think on your part about fast traval you would have a carage at evry town and city and it gives you to opton to traval evrywhere and a litle map and a way to filter out a certan area like you could click on "blackwood" and it would only show areas in black wood along with the map being changed and showing the nearest city
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Chloe :)
 
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Post » Tue May 17, 2011 4:48 am

it would be nice to hold jobs like you would go hunting kill a bunch of animals take your skining knife skin the animal and then you take a utility meat knife take the meat and do it a few more times and you go to your portable camp and you tan the leather and smoke the meat and when your done you pack it onto one of your few pack horses and when they are full of your items like meats leathers furrs mettals and rare woods you pack up your campand then you hop on you main horse and wich has a rope conectd to its sadal conected to the pack horses and you make your way down from the wilderness where the first small town you meet you higher a few gurds and when you get to the capital you pay them and the peasents at the stables atoumaticly bring the stuff to your shop and your shopkeeper gives you the profits while your gone and your few gurds that gurd the place from theives and so on ask for their small monthly pay than you make wepons and armor from the metal and furrs wich is put up for sale or you can use it and you wach your charicter make it and depeding on his skill depends on how well it works and the way i discribed the mode it would work without fast traval it just seems to be a nice idea like they could use real crafting methods and sinewbacked bows like the mongoles used (one of the largeest empires ever 1 arow could kill there men if they were un armord and in a line)
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Scarlet Devil
 
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