TES V Ideas and Suggestions # 176

Post » Sun Aug 08, 2010 7:22 pm

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?



They are UNDEAD also a plague could have done it too not just necromancers if they were a tool then why do abandond caves have them? You would think a necromancer would take them along when they moved for protection and the risk of geting new bodies.
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BRAD MONTGOMERY
 
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Post » Sun Aug 08, 2010 11:55 am

They are UNDEAD also a plague could have done it too not just necromancers if they were a tool then why do abandond caves have them? You would think a necromancer would take them along when they moved for protection and the risk of geting new bodies.

To be fair, necromancers store undead in caves, for later use.

Also, Arkay and Meridia WOULD help anyone wanting to rid the world of undead. I'm guessing a fountain/pool of liquid poisonous to undead is more than feasible.
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Bethany Watkin
 
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Post » Sun Aug 08, 2010 10:04 pm

They are UNDEAD also a plague could have done it too not just necromancers if they were a tool then why do abandond caves have them? You would think a necromancer would take them along when they moved for protection and the risk of geting new bodies.

Ok, they are undead. So what? They still have their uses. Dunmers, for example, use undead as tomb guardians.

As for abandoned caves - well, the name says it all - ABANDONED caves. That means that some people were there before they became abandoned and they created or summoned zombies and left them there for some reason. Maybe their creators died and the zombies stayed? Maybe those zombies were just failed experiments and they didn't respond to their masters' orders?

They are simple, walking corpses. Sure, they spread diseases, but so do rats. Are rats evil?

Turn Undead is just a spell effect to combat undead. It doesn't make zombies "good" or "bad".
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Leticia Hernandez
 
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Post » Sun Aug 08, 2010 3:57 pm

Ok, they are undead. So what? They still have their uses. Dunmers, for example, use undead as tomb guardians.

As for abandoned caves - well, the name says it all - ABANDONED caves. That means that some people were there before they became abandoned and they created or summoned zombies and left them there for some reason. Maybe their creators died and the zombies stayed? Maybe those zombies were just failed experiments and they didn't respond to their masters' orders?

They are simple, walking corpses. Sure, they spread diseases, but so do rats. Are rats evil?

Turn Undead is just a spell effect to combat undead. It doesn't make zombies "good" or "bad".

They were corpses reanimated by using EVIL magic.
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jessica sonny
 
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Post » Sun Aug 08, 2010 9:43 am

Evil what? It sounds like something out of Mage Guild's pamphlet after banning necromancy.

Look at Conjuration spells (which are NOT banned BTW) - you bring creatures from Oblivion itself, which is surely not a pleasant process for them and use them for your own purposes, which can be various. Those creatures can kill innocent civilians if you order them to do so! How is that good? But you don't have to do that, some may say. You can use summoned creatures to fight bandits, rogue mages or even turn them against invading Daedric forces. Sure. What does it mean? That those creatures are TOOLS.

Look at Illusion spells. Many can be used to manipulate people. How is THAT good?
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Matt Bee
 
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Post » Sun Aug 08, 2010 4:44 pm

Evil what? It sounds like something out of Mage Guild's pamphlet after banning necromancy.

Look at Conjuration spells (which are NOT banned BTW) - you bring creatures from Oblivion itself, which is surely not a pleasant process for them and use them for your own purposes, which can be various. Those creatures can kill innocent civilians if you order them to do so! How is that good? But you don't have to do that, some may say. You can use summoned creatures to fight bandits, rogue mages or even turn them against invading Daedric forces. Sure. What does it mean? That those creatures are TOOLS.

Look at Illusion spells. Many can be used to manipulate people. How is THAT good?

Did I say that those magics weren't Evil? I am pretty sure Archmage Traven doesn't like conjuration either. And its ilegal to summon in a town in Morrowind.

Necromancy involve trapping humanoid(all the main races) souls into black soul gems. That is DEFINATLY evil.
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Jade MacSpade
 
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Post » Sun Aug 08, 2010 10:19 pm

Did I say that those magics weren't Evil? I am pretty sure Archmage Traven doesn't like conjuration either. And its ilegal to summon in a town in Morrowind.

Necromancy involve trapping humanoid(all the main races) souls into black soul gems. That is DEFINATLY evil.

Mysticism involves trapping every other soul. Necromancy has been around a long time but black soul gems weren't invented until Oblivion, using lore to rather blatantly patch up what had been a hole in game mechanics. Traven
Spoiler
sealed himself inside a large soul gem. That implies that either HE knew necromancy, or that humanoid soul-trapping is not a necromantic thing
. The explanation for black soul gems is that some god had given specific protection to humanoid souls, which Mannimarco got around using the BSG. Before that they were just as up-for-grabs as any other soul.

I'd be strongly opposed to any sort of "holy/unholy" magic. Cosmic good and evil is easily one of the largest threats to any kind of moral ambiguity in the game, which has been threatened enough as it is, aside from it simply being a massive cliche. Some divine beings approve of necromancy, some disapprove. Same as whether people think it's good or bad; personal opinion. Morrowind dunmer hated necromancy while using it, under the pretense of it being "protection from their ancestors". There's no need to lame things up with universal values.
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Mariana
 
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Post » Sun Aug 08, 2010 10:05 am

I mean they could become undead threw a plauge like in WOW so you missread it and in my book most if not all undead are evil because they are created by evil means wich can fuse evil into them I guess. So in WOW the forsaken are just like people but more evil because they are undead and life screwed them over so they are pissed and trying to kill all life so undead are evil.
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Sophie Louise Edge
 
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Post » Sun Aug 08, 2010 12:03 pm

Kill the evil cults!!



:gun: :bowdown: :bowdown: :bowdown: :bowdown: :bowdown: :bowdown: :bowdown: :bowdown: :chaos:








I dont mean for in the game they make it intresting.
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Reanan-Marie Olsen
 
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Post » Sun Aug 08, 2010 8:31 am

WoW is a different game, set on a different planet, in a different universe, with different gods, and completely different rules of how magic works. None of the same rules apply.
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pinar
 
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Post » Sun Aug 08, 2010 7:48 pm

I mean they could become undead threw a plauge like in WOW so you missread it and in my book most if not all undead are evil because they are created by evil means wich can fuse evil into them I guess. So in WOW the forsaken are just like people but more evil because they are undead and life screwed them over so they are pissed and trying to kill all life so undead are evil.

Sorry, this is not WOW. It's TES.

Corpus curse from MW was an ENTIRELY different thing than summoning zombies or Daedra. It was contagious, it twisted minds, it turned normal people and mer to walking corpses against their will (in 99% of cases). While many Dunmer nationalists could agree with Dagoth Ur's goal (driving out the outlanders from Morrowind), few freely agreed with his methods.

The only thing you can get from undead are diseases. And even if you get one, you can't really blame zombies - blame their creators!
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My blood
 
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Post » Sun Aug 08, 2010 7:52 am

When I join a guild in the next game, I want to actually play to know what the guild is all about. What I mean is that I joined Mages Guild (For an example) and already knew that it was about magic, but we didn't really get to see what magic was all about or the guild. Instead if the dungeon-crawling all the time, I want to be able to study magic, maybe some kind of magic practis or learn how to write scrolls and pefor rituals and all that stuff that sorcerers do.

Same with Thieves Guild. We already know that they steal without slaying people, but that was no robbing, blackmailing, gambling, kidnapping for anything a "gang type" guild would do.

This goes for all other guilds. Instead of quests to slay monsters and creatures all the time (wich still needs to be keept at a certain level) I want to actually experience and learn what it is that define the guilds.

What about you?
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Sudah mati ini Keparat
 
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Post » Sun Aug 08, 2010 9:42 am

When I join a guild in the next game, I want to actually play to know what the guild is all about. What I mean is that I joined Mages Guild (For an example) and already knew that it was about magic, but we didn't really get to see what magic was all about or the guild. Instead if the dungeon-crawling all the time, I want to be able to study magic, maybe some kind of magic practis or learn how to write scrolls and pefor rituals and all that stuff that sorcerers do.

Same with Thieves Guild. We already know that they steal without slaying people, but that was no robbing, blackmailing, gambling, kidnapping for anything a "gang type" guild would do.

This goes for all other guilds. Instead of quests to slay monsters and creatures all the time (wich still needs to be keept at a certain level) I want to actually experience and learn what it is that define the guilds.

What about you?




I agree with this alot but when I rule the guild i want to have more quests after im the guildmaster. Also yes more stuff about the guild. Dont forget realism.
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Madeleine Rose Walsh
 
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Post » Sun Aug 08, 2010 8:37 pm

I agree, too. We often hear about various rituals and ancient magic, but we rarely have any occasion to experience them ourselves or at least learn more about them. We read about guild politics in books, but there was little in Oblivion. Guilds need more features, more quests and more love.
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Emmie Cate
 
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Post » Sun Aug 08, 2010 10:56 am

Sorry, this is not WOW. It's TES.

Corpus curse from MW was an ENTIRELY different thing than summoning zombies or Daedra. It was contagious, it twisted minds, it turned normal people and mer to walking corpses against their will (in 99% of cases). While many Dunmer nationalists could agree with Dagoth Ur's goal (driving out the outlanders from Morrowind), few freely agreed with his methods.

The only thing you can get from undead are diseases. And even if you get one, you can't really blame zombies - blame their creators!


I mean undead in general and I was using WOW as a example and we do need zombies and undead to wear armor and not just helmets and use wepons no big 2 handed wepons the anamaition stinks.

:banghead:

:cookie: you need one
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x a million...
 
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Post » Sun Aug 08, 2010 9:18 am

To throw my two cents into the melding pot of Ideas and Suggestion for TESV.

Blocking should be change to shield skill.
Blocking covered all weapons and was a little unrealistic.
Anyone who knows how to use a sword, knows how to parry and counter, but they may not be so good with a shield.
Just the same that someone who can block with a shield may not be good a blocking with a sword.

Blocking with a sword, unless you were a jedi, you should not be able to deflect arrows.

Shields then should be changed into heavy and light shields.
A light shield can be used in addition to another weapon or a torch. Its good against blocking weapons like axe and blade. Blunt, howver, easily destroys it, and it can't defend against arrows. And the chance of succesful defense drops the longer you hold it up.

A heavy shield has higher defense, immunity to arrows, good against all weapons. However, no additional weapon or torch can be carried. The chance of block does not drop the longer you hold it up.
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Lew.p
 
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Post » Sun Aug 08, 2010 7:20 pm

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.


There was this thing i was watching, the part i remember was about longbows. Long bows can shoot 200 yards or so. At close range they will go completely through armor, so i can understand an iron arrow penetrating through a gaurds armor at close range.
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ONLY ME!!!!
 
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Post » Sun Aug 08, 2010 7:42 pm

I'd be strongly opposed to any sort of "holy/unholy" magic.

Oh no, you don't understand me. I, myself, am strongly against blatant good and evil like this. I simply want "holy water", used similar to the Thief series. It can be used to harm the undead, or it can be thrown on the ground, and undead won't cross it. (apart from ghosts, or any other flying undead)

This doesn't mean that I want water blessed by priests to bring down the big bad necromancers. I've simply named it holy water for ease of understanding. It would probably be something concoted by Arkay/Meridia (more likely Meridia, Daedra tend to interfere a lot more than Aedra)

I don't see a problem with the lore, and there's no "undead are evil" theme through it. It just states that Arkay/Meridia hates undead, and are willing to give mortals the ability to fight for them.
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El Goose
 
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Post » Sun Aug 08, 2010 2:03 pm

There was this thing i was watching, the part i remember was about longbows. Long bows can shoot 200 yards or so. At close range they will go completely through armor, so i can understand an iron arrow penetrating through a guards armor at close range.


Then let me ad something my skill was 1 for the bow and 1 for the arrow or along those lines. It is completely unrealistic it needs to be better and i want smaller bows like Mongol bows and horse combat with any weapon and the horse is taken into account like its speed and strength and stamina and so on like the horse will get tired too. I also want real looking saddles with saddlebags and a bedroll that can be used and being able to set up camp and fire attracting enemies. And saving you from the cold but also keeping animals away unless you are so far up in skyrims mountains or so far out nowhere the wolves will attack because they are hungry and packs please for realism. With a real environment.To repost my other major idea a real economy with shops guards caravans and quests a town will ask you to buy something they are short of and when you come back you sell it to them for a higher price. Keep horses but add native mounts too with differing stats from horses.




P.S, make horses go by region not because of the breed the region should have a breed with several models to pick from paint horses are col but they should not svck and faster horses. Like when you go into the pasture you ride them each and when you picked it you go over and talk to the guy and he opens a chest and you take whats inside and which would be the saddle and stuff and you equip it on the horse (with stirrups)


Also a bag with the regular oblivion space and with animations so it looks cool. Look at the ones on tesnexus. Also it can be toggled on or off.
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Meghan Terry
 
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Post » Sun Aug 08, 2010 2:22 pm

Then let me ad something my skill was 1 for the bow and 1 for the arrow or along those lines. It is completely unrealistic it needs to be better and i want smaller bows like Mongol bows and horse combat with any weapon and the horse is taken into account like its speed and strength and stamina and so on like the horse will get tired too. I also want real looking saddles with saddlebags and a bedroll that can be used and being able to set up camp and fire attracting enemies. And saving you from the cold but also keeping animals away unless you are so far up in skyrims mountains or so far out nowhere the wolves will attack because they are hungry and packs please for realism. With a real environment.To repost my other major idea a real economy with shops guards caravans and quests a town will ask you to buy something they are short of and when you come back you sell it to them for a higher price. Keep horses but add native mounts too with differing stats from horses.

I'm not trying to be one of those annoying grammar people, but can you take a look at your grammar before you post? It's really hard to read your posts. I don't mean to offend. :unsure2:

Punctuation and paragraphs can't be too hard.

But I agree. Portable camps are a must. I want to be able to roam the wilderness, and once I realise it's late, I can roll out my bedroll, set up a tent, and start a fire, and make a meal and go to sleep. Something I feel NoM added quite well to Morrowind.

I also want darker nights and caves. I want to have to resort to my light sources. I don't believe I've ever had to in any vanilla game.
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Bonnie Clyde
 
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Post » Sun Aug 08, 2010 10:03 pm

There should be negative effects for staying up too late. After 10:00 pm your vision might start to get blurry, and every hour the blurriness multiplies by three, and once it get's to the point where you can't even see, you pass out. Once you wake up the time is set to have your vision blur after 16 hours, so you can change it by staying up longer/shorter.
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michael danso
 
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Post » Sun Aug 08, 2010 10:26 pm

There should be negative effects for staying up too late. After 10:00 pm your vision might start to get blurry, and every hour the blurriness multiplies by three, and once it get's to the point where you can't even see, you pass out. Once you wake up the time is set to have your vision blur after 16 hours, so you can change it by staying up longer/shorter.

It all depends on your sleeping habits. With New Vegas' hardcoe mode I wouldn't put something like this as to far off.



On to other things.
I just thought about bows. I find it a little difficult manually aiming.
I don't want manual aiming abolished, but if they could implement an Auto-targeting system. Like the kind seen in the Legend of Zelda games(sorta like VATs but in real time).
The advantage would be easy targeting of moving enemies.
And the penalties could be no head shots.

Another thing about bows, is enviromental effects. In Oblivion and Morrowind the arrow shoots in a straight arch from the bow. But the weather effects and Skill of the player should effect that. Wind should push it off to the side, and if the players skill is really low there should be missfires.
As opposed to fatigue draining, 30 seconds shall pass before the arrow has to shoot.
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HARDHEAD
 
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Post » Sun Aug 08, 2010 12:29 pm

On to other things.
I just thought about bows. I find it a little difficult manually aiming.
I don't want manual aiming abolished, but if they could implement an Auto-targeting system. Like the kind seen in the Legend of Zelda games(sorta like VATs but in real time).
The advantage would be easy targeting of moving enemies.
And the penalties could be no head shots.

I really like this. I think I suggested this once and everyone hated me for it quite a while back. If using a targetting system, similar to Zelda, I wouldn't be allowed to use locational damage AT ALL.


Another thing about bows, is enviromental effects. In Oblivion and Morrowind the arrow shoots in a straight arch from the bow. But the weather effects and Skill of the player should effect that. Wind should push it off to the side, and if the players skill is really low there should be missfires.
As opposed to fatigue draining, 30 seconds shall pass before the arrow has to shoot.

I think this is one of the things that the difficulty slier should determine. I'm sick of everyone thinking mindless tanks makes the game hard. Actual environmental effects, such as this, harsher weather (frost damage in blizzards, etc.), more intelligent NPC's, and packs of NPC's working together better (e.g. archers supporting warriors from up high, while magic users heal the warriors) should be determined by one or more difficulty sliders.
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P PoLlo
 
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Post » Sun Aug 08, 2010 10:15 pm

As opposed to fatigue draining, 30 seconds shall pass before the arrow has to shoot.

Plus, the ability to cancel your shot. In Oblivion, I think once you pull the arrow you have to shoot. Why can't you just take the arrow out?
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Franko AlVarado
 
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Post » Sun Aug 08, 2010 10:18 pm

I would personally rather have another game mode (like NV's hardcoe) than be forced to play the game realistically.

If anything, I want the game to be brighter. I hate having to play the game with a bright blue screen all of the time. Light and Torches just don't do it for me.

On the other hand, I would not mind a darker game, just so long as I can have Morrowind's Eye of Night back.
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abi
 
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