TES V Ideas and Suggestions # 174

Post » Tue May 17, 2011 4:51 am

It would be cool if you could bring the pelts to a clothier or taxidermist and make clothes or armor out of them. Maybe you would need furry armor to go into the mountains because it is so cold in Skyrim's high mountain ranges.

Yeah, you would finally have to work to get your armor. Im not exactly saying you don't work for any armor. Its just something more than gold for once, like getting amber and madness ore in SI, but more difficult perhaps.
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SHAWNNA-KAY
 
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Post » Tue May 17, 2011 4:18 am

The ability to become beggars.
It will only work if you have less than 50 gold and you are wearing lower-class clothing. It might have 25% chance of success, maybe even lower for those who don't have lots of gold. Perhaps if you are successful on an attempt on a rich person, you might get 15 gold. If they are middle-class you might get 5-10 gold. Most lower-class would refuse to give you gold, but those that do will give you 1-3 gold.
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Katie Samuel
 
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Post » Tue May 17, 2011 5:39 am

Bring us back our crossbows! And spears! And almost every weapon type from Morrowind!

Skyrim should be a little bit like Solstheim, but less snow. And same kind of architecture they had in Bloodmoon and Oblivion (Bruma).
And if it has cliff racers... then god help us all
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Nims
 
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Post » Tue May 17, 2011 2:39 pm

And if it has cliff racers... then god help us all

Well, they did say Jiub (or whatever) drove them out of Morrowind. Maybe they flew to Skyrim and adapted to the cold weather, and for extra warmth they all stay together in large flocks? :chaos:
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Rachael Williams
 
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Post » Tue May 17, 2011 12:03 pm

Well, they did say Jiub (or whatever) drove them out of Morrowind. Maybe they flew to Skyrim and adapted to the cold weather, and for extra warmth they all stay together in large flocks? :chaos:

I like that idea, actually. A very relistic approach to an animal. Animals, if they can, often flee areas, and animals often huddle for warmth in cold regions. eg, penguins. I really want to see a more realistic wildlife in TESV.

And, by the way, there's nothing wrong with Cliff Racers. I've been over this in detail many times, but, basically, they wouldn't be a problem in TESV, if included.
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brenden casey
 
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Post » Tue May 17, 2011 3:32 am

I like that idea, actually. A very relistic approach to an animal. Animals, if they can, often flee areas, and animals often huddle for warmth in cold regions. eg, penguins. I really want to see a more realistic wildlife in TESV.

And, by the way, there's nothing wrong with Cliff Racers. I've been over this in detail many times, but, basically, they wouldn't be a problem in TESV, if included.

Oh great, so now were talking about giving penguins a bad name.

Anyways, a more fat-blubbery furrier cliff race that patrols southern skyrim, judging by how much Bethesda incorporates Earth to their games, we will not see penguins in Skyrim, because in Earth, penguins only live in the southern hemisphere. How about Polar bears, Snow wolfs, snow rabbits, reindeer, ice dragonlings, and a whole set of dwemer cretures?
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Susan Elizabeth
 
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Post » Tue May 17, 2011 3:12 am

I like that idea, actually. A very relistic approach to an animal. Animals, if they can, often flee areas, and animals often huddle for warmth in cold regions. eg, penguins. I really want to see a more realistic wildlife in TESV.

And, by the way, there's nothing wrong with Cliff Racers. I've been over this in detail many times, but, basically, they wouldn't be a problem in TESV, if included.

I'm all for it. It would be a good change from the usually 1-on-1 fights. Instead of strength alone, it would require agility and good timing. A lone cliff racer ins't that strong, but a pack could easily shred apart a traveler, so it might make a difficult fight, but if it's at least survivable, possibly rewarding, then why not?
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Milad Hajipour
 
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Post » Tue May 17, 2011 12:06 am

I like that idea, actually. A very relistic approach to an animal. Animals, if they can, often flee areas, and animals often huddle for warmth in cold regions. eg, penguins. I really want to see a more realistic wildlife in TESV.

And, by the way, there's nothing wrong with Cliff Racers. I've been over this in detail many times, but, basically, they wouldn't be a problem in TESV, if included.

I agree, that actually sounds like an amazing idea. :D

Maybe somebody can make a more "realistic wildlife" mod in TES:V. I'd work on it, if it isn't made like that when the game's released.
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Tikarma Vodicka-McPherson
 
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Post » Tue May 17, 2011 8:17 am

More birthsigns, and more unique birthsigns. I don't know what the lore is with those but I have an extra 40+ modded onto Morrowind. Even though I don't touch many of them the fact that they are more elaborate and diverse makes the selection and character creation much more interesting.
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Robert Garcia
 
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Post » Tue May 17, 2011 12:11 am

There has always been (pretty) realistic wildlife in Gothic series. I remember fleeing from a wolf, and he stopped to eat when I went past a fresh scavenger (a bird) carcass. Animals always taunt you before they attack, so you can avoid them if you watch where you tread and are willing to give space any time. Also, they never run after you forever, if you manage to keep away long enough. They return to their area. Also, predators attack other animals, you, and your enemies and allies. I also like the fact that if you get surrounded by 3 or more wolves, you're pretty much dead.

Edit: Well G series has the same fault as TES: you can't walk through a tiny forest without fighting dozens of creatures... There's a wolf or something under every tree it seems. I hate that. Also "hunting" is terrible: there are hudrerds of deer in a tiny world map, they can't see, hear or smell you well enough, and you can almost run to them and stab them to death. Then it's just collecting hides, meat and antlers and selling them for huge moneyz. Skinning, and cutting the meat takes a fracture of a second, when IRL it takes hours. I want realism dammit. If I'm on a quest, or otherwise in a hurry, I wouldn't stop to kill every deer I spot on my way...
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Queen
 
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Post » Tue May 17, 2011 6:29 am

Better birthsigns. I think there should be three "generic" birthsigns related to each mode of play and all the rest should provide some fundamental change to gameplay for people who want to try something new. Example:

Generic:
Mage Extra magicka
Thief Extra backstab damage
Warrior Extra weapon damage


Apprentice - Increase spell power but have a small chance for spells to blow up in your face.
Atronach - Perfect example of what most birthsigns should be like. You can't regenerate magicka but you are half immune to it and can gain magicka through that immunity.
Lady - damage reduction. ditch the starting attribute boosts. Or make them secondary to other effects. This should apply to all birthsigns.
Lord - leave the weakness to fire but replace the worthless healing spell with constant health regeneration This would've been really nice in oblivion where you can't enchant items with constant effect health regen anymore.
Lover - deal reduced damage but have a small chance to paralyze enemies with every hit/spell
Ritual - boost spell power and lower spell cost but increase spellcasting time in return
Serpent - small chance to instantly kill enemies with melee or ranged attacks. in return you take more damage and people are unnaturally uneasy around you, lowering their disposition.
Shadow - character is permanently quasi-ethereal, giving him a minor chameleon-like effect (just don't turn him into a perma-predator visually). Has a chance to automatically dodge melee/arrows but also has a chance to miss with melee/arrows. (NOTE: I can understand why beth removed hit/miss chances from regular combat, but I don't think they should have been removed altogether. bring spells like blind and sanctuary back please)
Steed - faster base movement and attack/spellcasting speed but gain less health per level
Tower - reflect a % of physical damage but incur weakness to magic resistance

I haven't included any proportions because they would have to be tested out, but I think these would be some more interesting changes. You can still pick a generic brithsign that improves whatever you'll be focusing on, but gives people the option to try something new with the other signs instead of having most of them be useless dead weight or vastly inferior to each other.
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Rudi Carter
 
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Post » Tue May 17, 2011 4:16 pm

I would like some more "Monster killing" quests, not necessary a guild, but in every town and settlement there would be an Elder (or someone who would give you the quests) who will have a few quests: "Go kill -inset monster here- in our -inset place nearby here- at -inset time (AKA midnight, Noon etc.), bring me proof and you will be rewarded with -inset gold amount here-."

Then you when you complete the quests, you could come back in a week or two and they will have them again with a different monster and place.

Also, repeatable quests in guilds:
Fighters guild: Kill XX -inset animal/monster here-. Protect NPC traveling from A to B.
Mages Guild: Remove curse from NPC. Gather ingredient for guild stock. Research Ruin for Knowledge.
Thieves Guild: Steal item from NPC. Steal item from NPC, place at other NPC.
Dark Brotherhood: Kill NPC. Threaten high placed (count, guard captain etc.) NPC.

Spoiler
:frog: :frog: :frog:

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Eric Hayes
 
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Post » Tue May 17, 2011 10:16 am

Better birthsigns.

Even better, NO birthsigns. Dis/advantage system with more choices than TES2 and better balance. Not hard to create one with no ability to 'cheat'.

Also, repeatable quests in guilds

The temples: wound treatment on injured Fighters and Knights, curing diseases and curses, banishing daedra, child delivery, burials, blessings etc.
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Andrea P
 
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Post » Tue May 17, 2011 10:53 am

Birthsigns should remain unchanged. There are 13. One for each month and the serpent who travels in the stars.

More weapons, no dragons (no please Bethesda), more skills, etc.
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Benji
 
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Post » Tue May 17, 2011 3:29 pm

More birthsigns, and more unique birthsigns. I don't know what the lore is with those but I have an extra 40+ modded onto Morrowind. Even though I don't touch many of them the fact that they are more elaborate and diverse makes the selection and character creation much more interesting.

This guy nailed it right here. You talked about 1 of the main aspects of a roll playing game. Variation. Add a huge variation of items, spells, skills, animations and about everything should be variated. As you said, many players wont even touch certain things (like spears in Morrowind, or speechcraft in Oblivion), but knowing these things is in the game is what make players satisfied.
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Kelsey Hall
 
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Post » Tue May 17, 2011 1:10 pm

After seeing Oblivion compared to the other games they definatley need to hit the fantasy hard in "Skyrim". With about the most cliche monsters they could think of going into Oblivion they need to think outside the box and come up with something new for us, since just for an announcment for TESV has a cult following. Along with new weapons and armor types, new skills, perhaps birthsigns, maybe enhanced dialog where if you go talk to a person after say a week they actually have something new to say. Smarter bandits that if they see you and can tell they're out matched will go get other bandits or just run away(as stated before) and more quests of the common folk on the road, say like in red dead redemption(which was about the only thing i liked about the game). All in all if BGS actually reads forums to see what we want we should be pretty pleased.
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Kayla Keizer
 
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Post » Tue May 17, 2011 1:19 am

Maybe somebody can make a more "realistic wildlife" mod in TES:V. I'd work on it, if it isn't made like that when the game's released.

Actually, that would likely be possible in Oblivion. (Not that I'd work on it, spend most of my time on Morrowind)

Just a little FYI, you may want to get to it ;)
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Alycia Leann grace
 
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Post » Tue May 17, 2011 2:18 am

This
Better birthsigns. I think there should be three "generic" birthsigns related to each mode of play and all the rest should provide some fundamental change to gameplay for people who want to try something new. Example:

Generic:
Mage Extra magicka
Thief Extra backstab damage
Warrior Extra weapon damage


Apprentice - Increase spell power but have a small chance for spells to blow up in your face.
Atronach - Perfect example of what most birthsigns should be like. You can't regenerate magicka but you are half immune to it and can gain magicka through that immunity.
Lady - ditch the starting attribute boosts. Or make them secondary to other effects. This should apply to all birthsigns.
Lord - leave the weakness to fire but replace the worthless healing spell with constant health regeneration This would've been really nice in oblivion where you can't enchant items with constant effect health regen anymore.
Lover - deal reduced damage but have a small chance to paralyze enemies with every hit/spell
Ritual - boost spell power and lower spell cost but increase spellcasting time in return
Serpent - small chance to instantly kill enemies with melee or ranged attacks. in return you take more damage and people are unnaturally uneasy around you, lowering their disposition.
Shadow - character is permanently quasi-ethereal, giving him a minor chameleon-like effect (just don't turn him into a perma-predator visually). Has a chance to automatically dodge melee/arrows but also has a chance to miss with melee/arrows. (NOTE: I can understand why beth removed hit/miss chances from regular combat, but I don't think they should have been removed altogether. bring spells like blind and sanctuary back please)
Steed - faster base movement and attack/spellcasting speed but gain less health per level
Tower - reflect a % of physical damage but incur weakness to magic resistance

I haven't included any proportions because they would have to be tested out, but I think these would be some more interesting changes. You can still pick a generic brithsign that improves whatever you'll be focusing on, but gives people the option to try something new with the other signs instead of having most of them be useless dead weight or vastly inferior to each other.

Codeword
Variation

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Skivs
 
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Post » Tue May 17, 2011 1:34 pm

Birthsigns should remain unchanged. There are 13. One for each month and the serpent who travels in the stars.

More weapons, no dragons (no please Bethesda), more skills, etc.


I could do without more skills if they increase the depth of the current ones. I was pretty annoyed to find that their idea of removing crossbows to "make better bows" turned out to be some lame bow features any amateur familiar with the code could program in a couple of hours.
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Zosia Cetnar
 
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Post » Tue May 17, 2011 7:28 am

I could do without more skills if they increase the depth of the current ones. I was pretty annoyed to find that their idea of removing crossbows to "make better bows" turned out to be some lame bow features any amateur familiar with the code could program in a couple of hours.

Exactly, but I prefer to get back me' shortsword, longsword, and spears (PoleArms) back as well. :dance:
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Amber Ably
 
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Post » Tue May 17, 2011 2:45 pm

I could do without more skills if they increase the depth of the current ones.

What? More weapon types increase the diversity of each class, be it custom or pre-made. Which, in turn, makes each character more unique and interesting.
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Kira! :)))
 
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Post » Tue May 17, 2011 7:48 am

I dissagree with the "more birthsigns" ideas that go around here... There are 13 birthsigns. One for each month and the Serpent. To add more would be such a useless lore-breaker that I would almost begin to cry!

I do however agree with the repeatable quests in a sorta Mount′n′Blade style.
Some sort of Town Elder or Village Elder, perhaps a Wise Woman or something like that who gives you one of the number of quests.
Like:
"Go kill fugitive [name] who [criminal act or perhaps a not so criminal act], he is hiding in [city/village/area]. I will pay you when you return."
"Find me some [ingredient] to help me make some [effect potion/poison] and I will make some for you."
"A guy disturbs me, kill him."
"A friend of mine needs help to fend of bandits on one of his caravans, can you escort his caravan from here to [city]?"

And other such quests! There should ofcourse also be lots of unique quests around the world too :)
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Emily Jeffs
 
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Post » Tue May 17, 2011 12:42 am

What? More weapon types increase the diversity of each class, be it custom or pre-made. Which, in turn, makes each character more unique and interesting.


I don't mind more weapons, but if I have to pick, I'd rather have more depth and fewer weapons than more weapons with almost no depth. In Morrowind and Daggerfall making a fighter pretty much meant you had cosmetic differences in weapons but ultimately all you did was swing your weapon until you or the enemy dropped. Oblivion added a bunch of weapon moves, which adds some depth to combat, but took out spears, throwing weapons, crossbows, etc. I think beth was just being lazy since the differences between axes, blunt weapons and swords are largely cosmetic (well, that and swords do more damage while axes/maces stagger and knock down enemies more). I'd like to see some active abilities unique to each weapon type. If they added a good selection of unique abilities I could do without spears and the like. Obviously I'd like to have both but beth seems a lot more interested in making pretty trees than they are in putting some effort into character creation nowadays anyways, so if they're severely limiting themselves in that area, i'll take depth over width.
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quinnnn
 
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Post » Tue May 17, 2011 3:49 pm

Better birthsigns. I think there should be three "generic" birthsigns related to each mode of play and all the rest should provide some fundamental change to gameplay for people who want to try something new. Example:

Generic:
Mage Extra magicka
Thief Extra backstab damage
Warrior Extra weapon damage


Apprentice - Increase spell power but have a small chance for spells to blow up in your face.
Atronach - Perfect example of what most birthsigns should be like. You can't regenerate magicka but you are half immune to it and can gain magicka through that immunity.
Lady - damage reduction. ditch the starting attribute boosts. Or make them secondary to other effects. This should apply to all birthsigns.
Lord - leave the weakness to fire but replace the worthless healing spell with constant health regeneration This would've been really nice in oblivion where you can't enchant items with constant effect health regen anymore.
Lover - deal reduced damage but have a small chance to paralyze enemies with every hit/spell
Ritual - boost spell power and lower spell cost but increase spellcasting time in return
Serpent - small chance to instantly kill enemies with melee or ranged attacks. in return you take more damage and people are unnaturally uneasy around you, lowering their disposition.
Shadow - character is permanently quasi-ethereal, giving him a minor chameleon-like effect (just don't turn him into a perma-predator visually). Has a chance to automatically dodge melee/arrows but also has a chance to miss with melee/arrows. (NOTE: I can understand why beth removed hit/miss chances from regular combat, but I don't think they should have been removed altogether. bring spells like blind and sanctuary back please)
Steed - faster base movement and attack/spellcasting speed but gain less health per level
Tower - reflect a % of physical damage but incur weakness to magic resistance

I haven't included any proportions because they would have to be tested out, but I think these would be some more interesting changes. You can still pick a generic brithsign that improves whatever you'll be focusing on, but gives people the option to try something new with the other signs instead of having most of them be useless dead weight or vastly inferior to each other.


I made a thread about this without seeing this, but this is basically the best idea I've heard regarding birthsigns. Email Bethesda so they can see this.

Birthsigns shouldn't be useless after level 15, which most are. My level 15 warrior doesn't care that he had a 10 point boost to strength and endurance, and my level 15 theif doesn't use that 'once-per-day' spell any more because I have enchanted/manually made clothes/spells. The way you structured the birthsigns, whichever one you choose will be with you heavily every step of the game. Personally, I find the Serpent and Lord to be the coolest. I want to make an assassin with your serpent birthsign so much now.

Seriously... email Bethesda.
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Dan Stevens
 
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Post » Tue May 17, 2011 12:35 am

I don't mind more weapons, but if I have to pick, I'd rather have more depth and fewer weapons than more weapons with almost no depth. In Morrowind and Daggerfall making a fighter pretty much meant you had cosmetic differences in weapons but ultimately all you did was swing your weapon until you or the enemy dropped. Oblivion added a bunch of weapon moves, which adds some depth to combat, but took out spears, throwing weapons, crossbows, etc. I think beth was just being lazy since the differences between axes, blunt weapons and swords are largely cosmetic (well, that and swords do more damage while axes/maces stagger and knock down enemies more). I'd like to see some active abilities unique to each weapon type. If they added a good selection of unique abilities I could do without spears and the like. Obviously I'd like to have both but beth seems a lot more interested in making pretty trees than they are in putting some effort into character creation nowadays anyways, so if they're severely limiting themselves in that area, i'll take depth over width.


I have to agree on this. I know people think it would be cool to add more weapon types in the game, but basicly a sword is no different from axe in TES. The only reason to pick 1 weapon from another is how awesome it look. Well this isn't good enought for me. I want different combat abilities, effects, animations and all kinds of ways that make each weapon skill unique from eachother.

Same goes with all sorts of things, like cave/dungeons. Morrowind had fewer caves/dungeons than Oblivion, but everyone was unique and standed out from eachother. Oblivion and Daggerfall had more caves/dungeons but was each one"copy/paste", and was pretty repetetive.
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Joe Alvarado
 
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