TES V Ideas and Suggestions # 175

Post » Tue May 17, 2011 12:17 pm

And why exactly do we need duping? I manage to play the game without cheating so should u. but for the armor thing yea that'd be cool.


this is a tad presumptuous

i don't see why they need to eliminate duping because you think it's cheating and you don't like it, i'm sure plenty of people love duping for multiple reasons, it just seems a little silly to essentially call someone a cheater because they use a function of a game that you don't like
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Jessica Colville
 
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Post » Tue May 17, 2011 4:53 am

I like this, as long as we're only talking creatures, but at the same time i would love it if a friggn troll came storming after me for going a little too far into the woods for 2 reasons:

1) surprise, one thing oblivion seemed to be lacking was the element of complete and total surprise, you know that moment in a game that leaves you scratching your head wondering what the hell just killed you, or the moment you beat the thing that you know should have obliterated you and you do a little fist pump when you somehow kill it anyway

2) it gives the guards something to do while guarding the cities, i hated the guards in oblivion because i felt like they were merely there to steal my kills, but if i were a level 1 bosmer with a terrible bow and 1 arrow, i'd make a b-line to the nearest city, tail tucked in between legs praying they were good shots, i also think that the guards should be able to yell at you (not open the conversation screen and visibly yell) but audibly yell at you something along the lines of "what the hell were you thinking?!?" or "you could have killed someone"

so i would like to see some areas with leveled creatures to an extent (like a road that you're using to just try to get from A to B) with a few surprises thrown in there to keep us on our toes

to the 1st reason, i agree totally, to the second guard part i kinda agree.
and to Obscurbus: Those ideas are great but on some i dont agree (I won't mention them here) and the Multiplayer idea is really good, but how are they gonna make a game with THIS great graphical quality multiplayer when even the most powerful computers (the ones that an average american can buy without worrying about his/hers wallet) cant handle 100 000 different objects onscreen.
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k a t e
 
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Post » Tue May 17, 2011 8:38 am

I just gave up playing Oblivion because at the intro part after you have killed the your first 2 rats, when I went throught the hole, took the rusty warhammer and waited for a bit and then, (my volume was very low) right after I heard the 3rd rat squeaking, I freaked out and killed the rat and swore never to play Oblivion again. (It is 2 pm here).
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Nancy RIP
 
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Post » Tue May 17, 2011 10:32 am

And also, when i was writing my previous post, I thought of that, what if the metal would start to rust when exposed to water for too long and would the wood dampen and possibly break if done the same?
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Ryan Lutz
 
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Post » Tue May 17, 2011 5:54 am

And also, when i was writing my previous post, I thought of that, what if the metal would start to rust when exposed to water for too long and would the wood dampen and possibly break if done the same?


if it's something like iron that makes sense but most steel doesn't rust unless you abuse the absolute [censored] out of it (i'm talking months of water exposure and never drying it for it to actually start to affect the integrity of the armor or weapon) and what's made out of wood in TES that they turn into a weapon?
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An Lor
 
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Post » Tue May 17, 2011 3:02 pm

if it's something like iron that makes sense but most steel doesn't rust unless you abuse the absolute [censored] out of it (i'm talking months of water exposure and never drying it for it to actually start to affect the integrity of the armor or weapon) and what's made out of wood in TES that they turn into a weapon?

I didn't say anything about weapons, more like shields and cloth.
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Eve(G)
 
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Post » Tue May 17, 2011 4:34 pm

Definitely get rid of the the compass, or at least make it optional.
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jadie kell
 
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Post » Tue May 17, 2011 2:11 pm

were there even pauldrons in oblivion? or were they part of your chest armor?


They were part of the chest armor.
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Gwen
 
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Post » Tue May 17, 2011 3:09 am

:facepalm:
It seems that once again people have forgotten that Morrowind is the odd one out in the series. The three most similar games (landscape and atmosphere wise) are Arena, Daggerfall and Oblivion. Morrowind it the only Elder Scrolls game that truly makes you feel like you are on an alien planet.
That could just be Vvardenfell, and I'm not saying I wanted another Vvardenfell, I'd just have liked a more diversity. Cyrodiil's landscape made me feel like I was just playing a medieval RPG with mages and warriors, whereas Vvardenfell's landscape felt like [as you said] an alien planet. Something that ISN'T Earth. This is a whole different world, I'd like it to feel as such as well.
Take for instance Elsweyr. The northern region is a desert whilst the south is a tropical jungle. That feels diverse to me, because it's two regions you generally don't see with one another. Grassy fields and forests with snowcaps mountains? That seems like my homestate California.


What are Arena and Daggerfall? I love TES I: Morrowind. I hate Oblivion. I'm an Elder Scrolls fan. :P

Spoiler
What? You know some people are like that. It's even started up again with some Oblivion fans. The cycle will continue. I've seen people who think the name of the series is Morrowind or Oblivion. "When's Oblivion 2 or Oblivion V coming out?" -2 years later- "What?! This isn't Oblivion 2!" -begin 4 years of complaints-

Right, because I was disappointed with Bethesda's choice for the landscape of Cyrodiil and liking Vvardenfell's landscape over it, I must be an elitist who sees Morrowind as perfection and Oblivion as a hunk of garbage.

No, I actually liked Oblivion a lot. There were some things I felt Morrowind succeeded over Oblivion in, and some things Oblivion succeeded over Morrowind in. Take for instance Morrowind's magic system. I hated having to equip a spell like a freaking weapon and liked that Oblivion had a button hotwired for spells. It made the magic system a lot easier. But in terms of geography and lore I felt Morrowind was a lot better. I like Morrowind over Oblivion because I felt like I was in a different world and I preferred Morrowind's story, but I definitely didn't hate Oblivion.


Having such a drastic choice to how to end the game would make future games impossible.
Not really. TES II: Daggerfall had multiple endings, but that doesn't mean that all the endings are canon endings. It's frequent for game developers to choose one of the endings (generally the "good" ending) as the canon ending and all the others as "possible situations" that never actually happened.
Fallout 1 also had multiple endings. You could kill the Master/make him commit suicide (these are the canon endings; in short the Master's army is defeated by your character, the Vault Dweller), or you could join him. But when Fallout 2 rolled around they simply chose that the Master was defeated.

There are lots of games that gives options for multiple endings, but by the time a sequel comes around only one becomes canon. Multiple endings simply creates more replayability and more free-will for a character.
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bonita mathews
 
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Post » Tue May 17, 2011 3:49 am

TES II: Daggerfall had multiple endings, but that doesn't mean that all the endings are canon endings. It's frequent for game developers to choose one of the endings (generally the "good" ending) as the canon ending and all the others as "possible situations" that never actually happened.
Fallout 1 also had multiple endings. You could kill the Master/make him commit suicide (these are the canon endings; in short the Master's army is defeated by your character, the Vault Dweller), or you could join him. But when Fallout 2 rolled around they simply chose that the Master was defeated.

There are lots of games that gives options for multiple endings, but by the time a sequel comes around only one becomes canon. Multiple endings simply creates more replayability and more free-will for a character.



I wouldn't mind if Beth decided to include multiple endings in TES:V as long as we don't get another Dragonbreak Retcon
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Robyn Lena
 
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Post » Tue May 17, 2011 11:29 am

this is a tad presumptuous

i don't see why they need to eliminate duping because you think it's cheating and you don't like it, i'm sure plenty of people love duping for multiple reasons, it just seems a little silly to essentially call someone a cheater because they use a function of a game that you don't like


presumtuous? ha, what else would you call something that makes an item without you having to work for it? its a cheat so dont u dare try and lecture me just because u like to cheat, i work for my items. and it is not a function of the game it is a glitch, an unintentional side effect, so yes i will call anyone that duplicates an item to avoid spending money a cheater. the fact that they tried to PATCH it shows its a cheat that they dont want in the game, NOT a function of the game as you so stupidly state. and yes i realize im raging at some idiot on the forums but i get kinda mad when someone thinks to lecture me, especially without checking their facts.

oh and off the rage a weapon made of wood would be a staff, they could also include clubs, and if you can use more household items as weapons, broomsticks, planks, stuff like that, but the only ones i can think of in Oblivion were staffs, oh and arrows, maybe bows idk what they mean by when they say a bow is a steel bow cause that would be a [censored] to bend, so its most likely wood with something steel added idk what though. so staffs, arrows and bows.
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keri seymour
 
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Post » Tue May 17, 2011 1:08 pm

Definitely get rid of the the compass, or at least make it optional.

The thing is, if they make it optional then they have to make it superfluous. There were many quests in Oblivion where the compass was actually necessary because you didn't learn enough information from the quest giver, and the game just filled it in for you. e.g. I just did the Leyawiin Mages Guild recommendation quest on a new character, and it never told me I was even supposed to look for a fort at all, but out of the blue, I have a compass marker located at Fort Blueblood, and a journal entry telling me that I have to look for the resting place of Dagail's father which should be somewhere around Leyawiin. Granted Dagail in her rambling drunken stupor did allude to blood being blue but how exactly did my character conclude that this meant Fort Blueblood, and then how did he figure out where it was when I've never been south of Leyawiin? They need to make it possible to learn that information yourself by asking around or snooping through private documents, rather than automatically discerned from vague gibberish.

Also if they make it optional I hope they turn it off by default, because it is a major hand holder and I think if people start with it on, a lot of them will become quickly attached to it and feel that they need it to operate... The compass markers should only turn on when you lower your difficulty below the default, unless you find the specific option for it in the menu.


And @d3fault: It's an unintentional function of the game, a glitch, so people who exploit it are most definitely cheating... And don't count on that sort of thing happening in the next game; it was definitely not meant to be there in Oblivion.
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Kelly James
 
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Post » Tue May 17, 2011 4:03 am

The thing is, if they make it optional then they have to make it superfluous. There were many quests in Oblivion where the compass was actually necessary because you didn't learn enough information from the quest giver


The solution should be apparent at this point.

Bethesda should have the quest givers be more descriptive about locations.

Another random suggestion I have is to allow an unlimited amount of summons like in Morrowind.
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Sherry Speakman
 
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Post » Tue May 17, 2011 4:36 am

I would like summons and enchanted armour that dont have a time limit, A raised skeleton should not disapear untill i either unsummon it or it dies... again.
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T. tacks Rims
 
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Post » Tue May 17, 2011 10:03 am

I unpacked the voice files for no reason whatsoever, and lo and behold they have "Holiday" topics that never made it into the game like: "Come! Sit! Have a drink! You DO know what day it is, don't you?"

What happened to them? :stare:
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TWITTER.COM
 
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Post » Tue May 17, 2011 7:23 am

Those summoning suggestions are at odds.

I don't think you should be allowed to have infinite summons because that would break the game, both metaphorically (you could be practically invincible with an army of Xivilai/Lichs at your disposal) and physically (I don't think the engine could hold more than a handful of summons). I'd be alright with increasing the number of allowed summons, up to 3-5 or so. And there should be certain restrictions, like only being able to summon one of any type of creature, or something.

And having a summon that lasts forever is also a pretty unfair advantage IMO. To me the only way that should be allowed is if you can only have one familiar at a time, and if having a summon stunts or diminishes your magicka wells. Otherwise everyone would just have a super powerful summon by their side all the time, at absolutely no cost apart from the initial magicka cost.

So basically:

- Beth has to choose between allowing multiple summons at a time, and allowing summons that last forever
- If there are summons that have no time limit, employing one should restrict or drain the user's magicka, to keep people from using them as free crutches
- Maybe anyone below Expert Summoning loses Magicka when they have an infinite summon, and when magicka = 0 the familiar disappears; Experts can summon a creature and their Magicka would be stunted (i.e. it won't regenerate but it won't drain unless they cast other spells); and Masters would be able to keep a summon indefinitely without penalty to their magicka regeneration.

Personally I think the indefinite summon is an interesting system if they restrict it with the caveats I suggested, or similar limitations. However I'm not sure how feasible that would be, and I feel like a lot of people would object to such a significant change in the way summoning works... But if they don't consider that system and do consider allowing multiple summons, I hope they restrict it to a manageable and fair number, and possibly make the max number of summons based on skill level or something (e.g. Novice = 1 summon at a time, Apprentice = 2, Journeyman = 3, Expert = 4, Master = 5).
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Hearts
 
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Post » Tue May 17, 2011 8:36 am

Infinite summons are definitely fair. No one can have more than 5-6 liches without using the console to give bonus magicka, using magicka potions, etc.

Time limit should remain. You're binding it for a temporary period. You're summoning him from another plane of existence, not from across town or from a graveyard. It's a bit trickier to do cross-realm summons.

Weapons rusting? No. The only one that could is iron and it'd be interesting (iron rusts naturally, water speeds up the process). Every second I'm in water, it loses hitpoints? No, I'd rush to steel. Does ebony rust?

I'm not trying to shoot down ideas guys, but these are my honest opinions. Too much work for one tier of weapons.
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Taylor Thompson
 
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Post » Tue May 17, 2011 12:41 am

your weapon should accumulate notches, scratches and marks the more damage it gets.

It would add to the 'im ready for another adventure' once you visit a town, stock up on supplies and come back with a shiny new weapon.

also have the option to throw your weapon at any point for extra damage.. it could be an emergency manouver.
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Laura Wilson
 
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Post » Tue May 17, 2011 12:15 pm

your weapon should accumulate notches, scratches and marks the more damage it gets.

It would add to the 'im ready for another adventure' once you visit a town, stock up on supplies and come back with a shiny new weapon.

also have the option to throw your weapon at any point for extra damage.. it could be an emergency manouver.

Generally speaking, throwing most weapons is actually pretty useless; even if you slung a sword/axe at an enemy with all your might it would be pretty inaccurate and also not too hard to deflect. Some smaller weapons could be throwable, but honestly I think they should keep throwable items to weapons specifically designed for that intent (shurikens, throwing knives, tomahawks) and small (<2kg) miscellaneous objects (cups, kitchen utensils, books, etc.) which would do minimal damage. The only non-throwing weapon that would really make any sense to throw is a dagger; any other weapon would be far more useful if you held onto it, and throwing a sword/battleaxe is a pitiful last stand which basically says "I give up, kill me quickly."

The only time a trained swordsman would ever consider throwing his sword is if it were damaged beyond reasonable use, and if throwing it would provide enough of a distraction for the swordsman to get away. He wouldn't throw it as a weapon, but as a diversion.
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Ownie Zuliana
 
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Post » Tue May 17, 2011 1:38 pm

your weapon should accumulate notches, scratches and marks the more damage it gets.

It would add to the 'im ready for another adventure' once you visit a town, stock up on supplies and come back with a shiny new weapon.

also have the option to throw your weapon at any point for extra damage.. it could be an emergency manouver.

I like the throwing idea because who doesn't like throwing knives (daggers) but tell me, how do you throw a 80 pound gigantic superawesomelooking warhammer?
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Cathrin Hummel
 
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Post » Tue May 17, 2011 4:48 pm

I just got a wonderful idea. What if Bethesda would buy Project Offset from Intel and use it in the game? Just an idea.
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CRuzIta LUVz grlz
 
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Post » Tue May 17, 2011 8:45 am

Of, right. i just found out that they have been shut down... Too bad, that engine was probably the best. Intel svcks.
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Daniel Holgate
 
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Post » Tue May 17, 2011 1:26 am

I like the throwing idea because who doesn't like throwing knives (daggers) but tell me, how do you throw a 80 pound gigantic superawesomelooking warhammer?
By not having any warhammers in the game weight more than eight pounds. Hell, even an eight pound warhammer wouldn't be that great in combat, most were lighter.
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Adriana Lenzo
 
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Post » Tue May 17, 2011 3:11 pm

how about we put in some horse driven carriages that you have to pay a small fee to use depending on where your going, and those can only be used to travel to cities, settlements, and places like Cloud Ruler (some sort of place thats important in the main quest ya know?). And for other places, you can just walk to them from some of the places carriages take you too.
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Kari Depp
 
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Post » Tue May 17, 2011 11:59 am

Alluding to my post in "your first tes5 character";

I want Speechcraft to have a bigger part in gameplay (They got this right in Fallout 3, where Speech came into play at least once in, pretty much every sidequest).

Same with Security. At level 10, the entire Security skill became useless. Unbreakable skeleton key? As much as I love it, I don't like how it killed an entire skill.
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MatthewJontully
 
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