TES V Ideas and Suggestions # 176

Post » Sun Aug 08, 2010 9:07 am

anyway and idea i had was that they should make inns have a bigger difference besides price, expensive ones could have complimentary food and wine or something like that while cheap ones could have complimentary ticks and fleas in the matress that bug, heh get it :P, you all night so your not well rested and have a negative effect in the morning while expensive ones you could be well rested and have a bonus, and the ones in the middle maybe no bonus but no negative effect either.

That's a good idea. I hated how the condition of bed you slept in didn't effect anything. It was either spend ten gold to sleep in a junky bed, or spend 40 gold to sleep in a king's bed, even though the beds had no benefits. A king sized ultra-lush/firm bed should have a great bonus, such as a temporary fortify attribute effect, while a trashy bed would probably have a negative effect {Ohh... back hurts :sadvaultboy:). A bedroll could vary; if it is in a dungeon, it might have a very negative effect (how could you sleep knowing there might be a wraith looming in the dark? :cold:) But if it is outside, it would be just like camping; a potentially tranquil, peaceful sleep. But, make sure you have a campfire, or you'll be attack by wolves.
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Stephy Beck
 
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Post » Sun Aug 08, 2010 12:07 pm

That's a good idea. I hated how the condition of bed you slept in didn't effect anything. It was either spend ten gold to sleep in a junky bed, or spend 40 gold to sleep in a king's bed, even though the beds had no benefits. A king sized ultra-lush/firm bed should have a great bonus, such as a temporary fortify attribute effect, while a trashy bed would probably have a negative effect {Ohh... back hurts :sadvaultboy:). A bedroll could vary; if it is in a dungeon, it might have a very negative effect (how could you sleep knowing there might be a wraith looming in the dark? :cold:) But if it is outside, it would be just like camping; a potentially tranquil, peaceful sleep. But, make sure you have a campfire, or you'll be attack by wolves.


Camping out has all kinds of possibilities :P for one you could be sleeping in a rocky area and not get good sleep so a negative effect or you could sleep peacefully under the stars so a bonus you could also be robbed in the night or be attacked by goblins :P so many possibilities so little time :P
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cheryl wright
 
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Post » Sun Aug 08, 2010 9:38 am

-snip-



What about nightmares? You're at half health, you have a terrible nightmare and you can't go back to sleep for 6-8 hours.... :shrug:
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Katharine Newton
 
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Post » Sun Aug 08, 2010 9:57 pm

What about nightmares? You're at half health, you have a terrible nightmare and you can't go back to sleep for 6-8 hours.... :shrug:


First, did the nightmare scare you out of half health or were u already damaged? and secondly maybe only 1-2 hours i dont think it'd take 8 hours just from a nightmare
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Heather Kush
 
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Post » Sun Aug 08, 2010 11:03 am

First, did the nightmare scare you out of half health or were u already damaged? and secondly maybe only 1-2 hours i dont think it'd take 8 hours just from a nightmare

At half health so you couldn't sleep to restore it. You could't get a restful sleep so you restore health slower.

6-8 hours was a bit to much.

After jolting out of sleep you are weak of mind (being scared) and a lowly creature (rat/goblin) could seem like a Daedroth to you...
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Kim Kay
 
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Post » Sun Aug 08, 2010 1:56 pm

At half health so you couldn't sleep to restore it. You could't get a restful sleep so you restore health slower.

6-8 hours was a bit to much.

After jolting out of sleep you are weak of mind (being scared) and a lowly creature (rat/goblin) could seem like a Daedroth to you...


Now that would be funny :P ur in a camp and you have a nightmare and wake up in a fright. you see a shadowy creature on the edge of the campfires light, you yell bloody murder saying a daedroths attacking, the rest get up adrenaline pumping, but when they put some torches on a rat runs out :P they yell at you and grumbling go back to sleep :P
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Louise Andrew
 
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Post » Sun Aug 08, 2010 9:14 am

Now that would be funny :P ur in a camp and you have a nightmare and wake up in a fright. you see a shadowy creature on the edge of the campfires light, you yell bloody murder saying a daedroths attacking, the rest get up adrenaline pumping, but when they put some torches on a rat runs out :P they yell at you and grumbling go back to sleep :P


Game mechanic wise that'd be awesome. When you see the creature it "looks" like a Daedroth, but after you lop off it's head it dissolves into a goblin....hhhmmm...

But as you get higher in level this happens a lot less or if you have a high Will/Intelligence.
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Scarlet Devil
 
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Post » Sun Aug 08, 2010 5:15 pm

This sounds interesting but it seems like it would take space up TES could use on weapons and combat which could use help. In all I love your ideas accept for the nightmare I would not like that one bit.




But what do you think about a crafting guild to go along with my crafting ideas from the previous page? Like you would have requests from customers to find highly rare materials to make something for them and I would get paid a ton of cash and mabey get a new rank.



:brokencomputer:








:cookie:





Have a cookie it will make things beter
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R.I.p MOmmy
 
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Post » Sun Aug 08, 2010 4:39 pm

It would be cool if they could have multiple endings for everything :P depending on how you go about doing it, like for the mages guild quest i would have like the option to join the necromancers or for the DB i would have liked to stage deaths instead of actually killing people but i still would killed all those sociopaths that were my supposed guildmates specially the orc for killing that poor little girl at her party :P

:gun: :foodndrink:
:cookie:

no beer, have a cookie instead.



I would love to have 2 or maybe more endings for each quest.

GAS ARROWS!!!!!! Say your braking into a place you don't know what is around a corner so you shoot a gas arrow into the room and hide for a tiny bit and you turn a corner and 2 guards are knocked out. :dead: :dead: A couple hours after you left they wake up no harm done. If you think that would not work a crossbow for those pesky corners for for sale now in Elderscrolls 5. (IL own a shop i guarantee it)
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Jah Allen
 
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Post » Sun Aug 08, 2010 11:04 am

GAS ARROWS!!!!!! Say your braking into a place you don't know what is around a corner so you shoot a gas arrow into the room and hide for a tiny bit and you turn a corner and 2 guards are knocked out. :dead: :dead: A couple hours after you left they wake up no harm done.

I want many influences from the Thief series. I loved the Gas Arrows, Noisemaker Arrows, Water Arrows, Holy Water Arrows, Climbing Gloves, Blackjack, etc.

Being a stealthy character should require the ability to move unnoticed, aswell as the ability to use the environment to your advantage, and using special tools to get the job done easier. I don't want to have to just rely on squatting and shadows.

:toughninja:
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Baby K(:
 
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Post » Sun Aug 08, 2010 12:29 pm

I was just at the Bethesda jobs page they have about 20 jobs available it probably means that they are making a new game and need help. Post more ideas guys!!
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CYCO JO-NATE
 
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Post » Sun Aug 08, 2010 7:52 am

I want many influences from the Thief series. I loved the Gas Arrows, Noisemaker Arrows, Water Arrows, Holy Water Arrows, Climbing Gloves, Blackjack, etc.

Being a stealthy character should require the ability to move unnoticed, aswell as the ability to use the environment to your advantage, and using special tools to get the job done easier. I don't want to have to just rely on squatting and shadows.

:toughninja:


I love your idea but then again I love most of them and I would love that to be implemented since I play as stealth like guys. Let me tell you they need help ambush shot back of the head. "WHAT HE'S ALIVE RUN!!!!" It needs more help leg shot limping going slower, head shot kil,l if he has a helmet it bounces, of and he is dazed but going bazerk at the same time. Arm shot less use of the arm chest shot kill depends how long depending on where. We need real armor penetration and aiming. I mean how do I get threw a guards armor completely and its a iron arrow!? I mean he has plate, light mail, and thick wool cloth it would take me a lot to get threw that. And if I do I want the chance of death to be really high and make us go for weackspots like at joints or the opening in his helmet. like I said a few posts up they need to work on combat.
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Haley Merkley
 
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Post » Sun Aug 08, 2010 9:13 am

Noisemaker Arrows, Water Arrows, Climbing Gloves and Blackjack would be all well and good, but Gas Arrows could quickly become overpowered. Using the other items require real skill, so they are very immersive, but Gas Arrows were very, very powerful and required little to no skill. Regarding Holy Water Arrows - they don't fit at all.

But yeah, TESV needs a more advanced stealth system and more possibilities of creating distractions and knocking enemies out instead of killing them.
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Tracy Byworth
 
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Post » Sun Aug 08, 2010 8:10 pm

Noisemaker Arrows, Water Arrows, Climbing Gloves and Blackjack would be all well and good, but Gas Arrows could quickly become overpowered. Using the other items require real skill, so they are very immersive, but Gas Arrows were very, very powerful and required little to no skill. Regarding Holy Water Arrows - they don't fit at all.

But yeah, TESV needs a more advanced stealth system and more possibilities of creating distractions and knocking enemies out instead of killing them.

good point about the Gas Arrows there. While I do believe they where quite amazing in Thief, I think they would need some work if implemented in a TES game. Perhaps an overpricing of them? 1000 gold each? 2000? Perhaps I need to be a certain rank in the Thieves Guild?

Holy Water Arrows could actually be quite helpful. Vials, for non rangers, too. I've always thought undead was never done to its full potential in TES. I would love to have Skeletons in full clad steel armour. Or great, powerful liches that command lots zombies. Or even partially intelligent zombies, created by the skilled necromancers that can wear armour, and weild weapons. Holy water, or some other name, to steer clear of clihés, perhaps, would be great in fighting against these. Every do-gooder, or religious fanatic, would always carry a vial or two of it.

-snip-

I'm sorry, but I didn't understand a word of that. :unsure:

Though, I did get that you want locational damage. I completely agree. I feel that killing someone in one shot, with an arrow to the head, would be balanced by enemies wearing helmets, open or closed, and by the difficulty of aiming a bow.
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Mimi BC
 
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Post » Sun Aug 08, 2010 7:22 pm

No holy water or other generic fantasy crap, please. Make undead susceptible to fire, magic or whatever, as they often were in MW or OB, but please, no "holy water", "holy strikes", "holy swords" or other such things. If you want a "holy" sword then create an enchanted one with fire damage on strike or use turn undead spell/scroll/whatever.
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Mariaa EM.
 
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Post » Sun Aug 08, 2010 10:28 am

If you could not understand what I typed its on you it is spelled correctly and it makes sense to put it very blunt gass arrows that affect an area so you don't have to kill a guard. To be also used in crossbows for around corners with more realistic bows arrows and armor penetration. Also if a person is hit an a certan area he will act ocordingly huge damaging shot to his leg he will limp and kind of drag his leg behind him so you can finish him of or if your fleeing slow him down alot and shorten how far he chases you.
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Mylizards Dot com
 
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Post » Sun Aug 08, 2010 10:06 pm

I just thought what about a better damage slider you can slide it up or down for different things say I'm working on getting my sword skill up I will just slide its difficulty up. So in combat wining with a sword will be harder. Also i want to work on block I will just slide its difficulty slider up making it harder to block.
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Lady Shocka
 
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Post » Sun Aug 08, 2010 7:55 am

No holy water or other generic fantasy crap, please. Make undead susceptible to fire, magic or whatever, as they often were in MW or OB, but please, no "holy water", "holy strikes", "holy swords" or other such things. If you want a "holy" sword then create an enchanted one with fire damage on strike or use turn undead spell/scroll/whatever.

Umm... Arkay and Meridia are all about hating the undead. They would gladly give thier worshippers extra power against undead. I've suggested a simple vial of water. It's not as if I've suggested holy magic or holy weaponry, as you've said. This water, as seen in Thief, can make the game very strategic. If I'm surrounded by undead, I can throw a vial of holy water on the floor, and undead won't cross it. I can also, if I want, throw the vial AT the undead, creating a sort of explosive device. Or, I can fill my water arrows with holy water, to give my attacks extra kick.

Perhaps, to please you, it could be renamed to something different, such as (Brandy?) being named Flin in Morrowind. You really underestimate the devs.
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Jaylene Brower
 
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Post » Sun Aug 08, 2010 1:15 pm

Umm... Arkay and Meridia are all about hating the undead. They would gladly give thier worshippers extra power against undead. I've suggested a simple vial of water. It's not as if I've suggested holy magic or holy weaponry, as you've said. This water, as seen in Thief, can make the game very strategic. If I'm surrounded by undead, I can throw a vial of holy water on the floor, and undead won't cross it. I can also, if I want, throw the vial AT the undead, creating a sort of explosive device. Or, I can fill my water arrows with holy water, to give my attacks extra kick.

Perhaps, to please you, it could be renamed to something different, such as (Brandy?) being named Flin in Morrowind. You really underestimate the devs.

Turn Undead is already a spell where you can make undead creatures run away, applying that to alchemy (and therefore potions and poisons) would work pretty well. OR you could have your weapon/arrows "blessed" at a temple of Arkay or by Meridia with a "Turn Undead" effect temporarily added to them. If you had your armor blessed, undead couldn't touch you for X amount of tries, but once that number of times runs out, it wears off.
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Siidney
 
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Post » Sun Aug 08, 2010 8:22 am

I love your idea but then again I love most of them and I would love that to be implemented since I play as stealth like guys. Let me tell you they need help ambush shot back of the head. "WHAT HE'S ALIVE RUN!!!!" It needs more help leg shot limping going slower, head shot kil,l if he has a helmet it bounces, of and he is dazed but going bazerk at the same time. Arm shot less use of the arm chest shot kill depends how long depending on where. We need real armor penetration and aiming. I mean how do I get threw a guards armor completely and its a iron arrow!? I mean he has plate, light mail, and thick wool cloth it would take me a lot to get threw that. And if I do I want the chance of death to be really high and make us go for weackspots like at joints or the opening in his helmet. like I said a few posts up they need to work on combat.



If you could not understand what I typed its on you it is spelled correctly and it makes sense to put it very blunt gass arrows that affect an area so you don't have to kill a guard.


It may be spelt correctly, but the grammar is all over the place, it doesn’t make any sense.

But what I think your getting at is that location based damage is a good idea. I would have to agree on that, especially for a stealth character.
It could be a skill for stealth characters, at lower levels it doesn’t matter what part of the body you hit, you do the same damage anywhere. But at higher levels you get damage bonuses when you hit the head or heart area. Putting a location based damage multiplier on top of a sneak attack damage multiplier could make unseen stealthy characters extremely dangerous.

EDIT: Typos
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Dean Ashcroft
 
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Post » Sun Aug 08, 2010 9:58 pm

Gass as in knockout gass and I guess area affected poison gass would be totally sick too.


When I meant location and armor stats for more realism and strategy I meant for everyone a mages fireball would be more affective in the face than the chest.
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Yonah
 
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Post » Sun Aug 08, 2010 10:06 pm

Turn Undead is already a spell where you can make undead creatures run away, applying that to alchemy (and therefore potions and poisons) would work pretty well. OR you could have your weapon/arrows "blessed" at a temple of Arkay or by Meridia with a "Turn Undead" effect temporarily added to them. If you had your armor blessed, undead couldn't touch you for X amount of tries, but once that number of times runs out, it wears off.

Exactly. Tools are already there, they are just underused. With anti-undead poisons you could apply Turn Undead effect on your weapon of choice, including arrows. Voila - TES version of Holy Water Arrows.

Weapons "blessed" by the "gods" at their temples would work, too, as long as player's standing with a given temple is taken into account.
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RaeAnne
 
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Post » Sun Aug 08, 2010 10:46 am

Turn Undead is already a spell where you can make undead creatures run away, applying that to alchemy (and therefore potions and poisons) would work pretty well. OR you could have your weapon/arrows "blessed" at a temple of Arkay or by Meridia with a "Turn Undead" effect temporarily added to them. If you had your armor blessed, undead couldn't touch you for X amount of tries, but once that number of times runs out, it wears off.

This is exactly what I want to see. What's so wrong with this? Undead would avoid a Turn Undead potion hurled at the floor.
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Nitol Ahmed
 
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Post » Sun Aug 08, 2010 6:16 pm

This is exactly what I want to see. What's so wrong with this? Undead would avoid a Turn Undead potion hurled at the floor.



It all sounds nice and all but i like the holy water idea over a potion sounds better and a zombie is very evil. So holy water sounds like it keep the zombie at bay or tun it into a crispy chunk of roting flesh or melt it and undead wearing things sounds much more realistic and cool not to mention fun.
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Nuno Castro
 
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Post » Sun Aug 08, 2010 8:48 am

Zombie is not evil. It's just a mindless monster summoned by the necromancers. A tool. How can you blame the tool for being one?
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adame
 
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