TES V Ideas and Suggestions # 176

Post » Sun Aug 08, 2010 1:15 pm

Combat styles would be nice, although they would have to be seamlessly integrated into the game without feeling like sth out of arcade game.

How about different damage types giving different effects? Cutting weapons and claws could cause bleeding, blunt weapons and creatures' crushing strikes could decrease stamina. Daggers would be useless against heavy armour unless they inflicted a critical hit, which would ignore opponent's armour value, simulating the fact that such hit would have to be aimed at a weakly defended spot. Arrows could decrease opponent's speed, since it's hard to run with an arrow sticking out of your body.

Actually, thinking about bows and arrows reminds me of locational damage problem. While I don't think we need that in melee combat (too much player skill would be involved), ranged weapons could really benefit from such a feature. Bow sway would have to be introduced in order not to make things unbalanced - its intensity would be determined by your skill and agility. Hitting your opponent into a body part covered by plate armour would cause no damage unless the difference between AR and arrow damage was very high (like daedric vs iron). On the other hand, hitting the opponent in the head should be an insta kill or at least cause major damage if the enemy has a helmet put on. Leg hits would cause the opponent to limp.
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Rachel Eloise Getoutofmyface
 
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Post » Sun Aug 08, 2010 10:16 pm

I hated the combat music. It starts when something sees you, not when it hits you. You have no idea that skeleton's behind you. But then, the music starts. You turn around and one shot the skeleton. Even if nothing is in your line of sight, once something comes after you, you immediately know something's there. Make the music start upon getting hit.


There shouldnt be combat music. I wanna hear it when a skeleton is charging at me from behind.
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TASTY TRACY
 
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Post » Sun Aug 08, 2010 8:09 pm

Lets see, bring back staves, spears, various projectiles, and take axes out of blunt. I want at least 3x the variation of armor. The feel of Morrowind with the combat of Oblivion, and a character voice.
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Logan Greenwood
 
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Post » Sun Aug 08, 2010 8:03 am

How about different damage types giving different effects...


YES! Blunt = crush and knock-back and wind. Blunt to the head - fuzzy screen and ringing ears! Agreed with knives - to a degree. The style associated with short edged / bladed weapons is very much focused on finding the seams or weak parts of armor and exploiting them. Of course full-plate will make that tricky.

Bow sway would have to be introduced in order not to make things unbalanced


I disagree here. I have been out to the archery range a couple of times. I'm no Legolas, but I can hold a bow without "swaying" for a long period of time. Plus in combat you don't have time to get "sway", its pretty much aim, draw, release! What they could do is have your archery skill define how close to your target you can hit.

Eg. out of 100
Skill 25 = within 2m of your target
Skill 50 = within 1m of your target
Skill 75 = within 30cm of your target
Skill 100 = within 5cm of your target

At skill 25 you might still hit bulls-eye, but the chances are much slimmer. At skill 100 you're hitting bulls-eye 50% of the time and the 50% within 5cm of where you aim. Actually I think Mount & Blade handled the archery really well. Where the longer you hold a drawn bow the looser your target becomes.
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Justin Hankins
 
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Post » Sun Aug 08, 2010 3:27 pm

Bow sway is just a way of abstracting accuracy and implementing it into the game mechanics. If well made, it should cover what you are talking about, i.e. it would be much harder to hit things that are far away and you couldn't rely on character's skill alone. Most likely, you would miss most of the time, as in real life.
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Sammie LM
 
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Post » Sun Aug 08, 2010 12:40 pm

Don't point out Oblivion's flaws, or praise Morrowind! Don't you know that's called Oblivion bashing!? :homestar:

Someone had a change of heart. Sarcasm btw.
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Melung Chan
 
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Post » Sun Aug 08, 2010 11:40 am

Im not sure how making a game works, but i hope to after this next school year :P , so correct me if im wrong, but didnt they already have all those animations? couldnt they just bring them over from Morrowind? or just copy what they already had in Morrowind and make it work on Oblivion? They'd already done it once, would it have been so hard to do it a second time? That's why i hoped it was space instead of them just cutting stuff

Ahaaa...

Well, you see. It's not actually that simple. The Morrowind animations were semi-different than the Oblivion ones, not only that, but it they were also 2001 animations, not 2006 animations. Picture the animations from a 2005 game in current games (five years later). They'd look weird. They'd have to do more than animations for them, they'd have to develop entire systems just to get them to work. So it's like them having to re-do everything they did with the bow for every kind of projectile. Darts would be different than stars, crossbows would be different than bows, and throwing knives would need different things. Which would mean they'd have to develop 4 (or more) new systems just like the bow system to get it to work. I think they were a little crunched on time, or assumed people wouldn't really care. In Fallout 3 they showed they can add throw-able grenades, and traps like mines. So I think it's safe to assume we'll be seeing some new kinds of "Tamrielic" weapons in TES:V.
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Carlitos Avila
 
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Post » Sun Aug 08, 2010 4:07 pm

Ahaaa...

Well, you see. It's not actually that simple. The Morrowind animations were semi-different than the Oblivion ones, not only that, but it they were also 2001 animations, not 2006 animations. Picture the animations from a 2005 game in current games (five years later). They'd look weird. They'd have to do more than animations for them, they'd have to develop entire systems just to get them to work. So it's like them having to re-do everything they did with the bow for every kind of projectile. Darts would be different than stars, crossbows would be different than bows, and throwing knives would need different things. Which would mean they'd have to develop 4 (or more) new systems just like the bow system to get it to work. I think they were a little crunched on time, or assumed people wouldn't really care. In Fallout 3 they showed they can add throw-able grenades, and traps like mines. So I think it's safe to assume we'll be seeing some new kinds of "Tamrielic" weapons in TES:V.


I really hope that they have http://en.wikipedia.org/wiki/Repeating_crossbow in the next game. It would look really cool.
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sally R
 
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Post » Sun Aug 08, 2010 9:18 pm

How about an auto-save after every completed quest? I'm currently replaying Bloodmoon on the xbox 360, and I got a dirty/damaged disk message right after completing all of the rituals. :banghead:
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R.I.P
 
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Post » Sun Aug 08, 2010 2:13 pm

I want to be able to join the Temples not the Cult of the Nine. I mean I want to walk into the School of Julianos and ask "You guys need any help?"
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Cat Haines
 
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Post » Sun Aug 08, 2010 10:08 pm

I want to be able to join the Temples not the Cult of the Nine. I mean I want to walk into the School of Julianos and ask "You guys need any help?"


I touched on quest givers and reputation. I think that your faction and global reputation should affect what quests you are given. You should also be excluded from some quests based on your rep.

The problem with this thread is that it gets me all excited about TES:V - even if they really stuff it up (unlikely) I would still play it... I have such high hopes and expectations for it - I really really really hope TES:V can meet at least some of them.
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Queen of Spades
 
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Post » Sun Aug 08, 2010 7:30 pm

More factions. Ones you can not join but you can do jobs for and get paid. Like the Church or a cult.


Add more playable types of Khajiit. It could be my favourite race it you could play as a Ohmes or Ohmes-rhat Khajiit. (the ones that look much like men and mer)
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Ebou Suso
 
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Post » Sun Aug 08, 2010 2:08 pm

I'd agree with Mankar on this one. More types of Khajit would be nice, as would some different looking argonians. Those dudes from Oblivion looked plain sorry.
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Darlene DIllow
 
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Post » Sun Aug 08, 2010 11:05 am

More factions. Ones you can not join but you can do jobs for and get paid. Like the Church or a cult.

Technically you would join.

The idea is good so long as the number of jobs you can do is infinate.
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Alexander Lee
 
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Post » Sun Aug 08, 2010 10:20 pm

Generally speaking, there should be more possibilities of freelance adventuring and freelance quests than in Morrowind or Oblivion. Even the members of the guilds could have some tasks for freelancers - after all, it would be a good way of doing dirty things without messing the guild members' hands.

The player shouldn't feel obliged to join any guild in order to have any fun with the game - it should be a conscious choice which should yield both advantages and disadvantages. You gain new friends but also new enemies - something which was poorly reflected in both MW and OB.
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renee Duhamel
 
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Post » Sun Aug 08, 2010 6:11 pm

If you took oblivion with better graphics, updated physics, all the stuff they've updated for Fallout 3 like fire effects and dismemberment blah blah blah and then you looked at each feature and took it just one step farther I would be happy.

For instance: magic, add one new school like Necromancy or something. For each school add one new spell like adding Earth or Wind attacks in the destruction school or Revive for Restoration, bring back levitation and teleport. Then for some spells there could be secondary effects so fire, for instance, could also cause "light" effects or while someone is on fire anything they touch that's flamable burns or explodes. Maybe lightning not only hurts them but it also has a chance at paralysing your target.

If they add levitation it would be nice to have a few beasts in the air besides some lame pteradactyls and I want the prospect of having to cross a large expanse of water to be a frightening concept with a good chance of encountering large things that can eat you if you arent' quick, tough, or smart enough to get away from them. Also, (knowing that they'll almost certainly add random encounters) I'd really like to see a few unique encounters with boss level mythical beasts like Huge Dragons (maybe a couple region dependent ones) or Chimera's or something huge that found it's way out of Oblivion, something that you don't defeat but you can, with luck and skill, survive and maybe even prophet from if you're really a bad ass. You would only encounter them dependant on certain requirements like reputation or skill or level or a combo of those.

It would also be nice to run accross a major battle taking place with multiple lines of combatants going at it. In fact, I want an area off near a border or something where there is a never ending war. Just two factions of whatever that totally hate each other and continually respawn in groups and attack each other in epic attempts that never work because both sides have infinite respawns. They spawn with various different weapons and you can just watch them go crazy, pick a side and help in the insanity or talk to the leaders of both sides to see if you can resolve it. You try and get rewarded somehow but either way you do it, the war never ends. The bodies would have to dissapear after a while so as not to kill the framerate so obviously they couldn't be anything but mindless npcs but it would be cool.
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Jon O
 
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Post » Sun Aug 08, 2010 10:37 am

How about the ability to wield longswords both in one hand and in two hands?
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GabiiE Liiziiouz
 
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Post » Sun Aug 08, 2010 7:56 pm

My ideas that NEED to be in the game from my perspective.


1.get rid of fast travel its addicting and is kinda lame replace it with travailing merchants who hire you as a guard and you get there were you are going also ships and boats and let you travel from one side of the Provence to the other from one travel guy and live travel or fast also some type of flying transportation

2.see threw window i always hated how you cant see threw a window its [censored] and breakable windows that will be auto repaired the next day and to go along with a climbing skill (for thieves and assassins mostly)

3.duel-wielding if you don't have a shield and you click on a ax than a sword they will be equipped in the hand that has nothing and 2 handed spears and 1 handed spears would be nice with tower shields again

4.a crafting system that covers pretty much every thing from farming and hunting to silverware with more interactive stuff with mining and shops you own and get profit from and you would need to hire people too run shop and guard it

5.an actual navy and being able to smuggle things and be a pirate with live sailing and a few balistas or ship catapults NO CANNONS WAY TO UNREALISTIC

6.the fighters guild are mercenaries change the name it sounds dumb make it the "mercenary guild"

7.more guilds and a actual leadership role in them

8.fist fights first one to 15hp looses

9.faster arrows i should not be able to dodge 15 arrows in a fight and crossbows with a grappling hook and a climbing skill

10.if i go in water i want the part of me that went into it to be sopping wet and if I'm in a colder place in skyrim to need to fast set up camp and build a fire to stay warm and let fire bring enemies or keep them away like scaring away animals but having a traveler come who may be nice or bad or seem nice than at night steal my camp and my backpack

11. and from 10 back pack i hate how I'm carrying stuff and i don't look like i have a place too and let me actually take the backpack of to open it when i press tab and in combat he quickly spins it in front to open it and anything animated is done in a rush and faster

12.i cant stress this enough HORSE COMBAT! who cares if it messes up leveled foes horses are supposed to give you an advantage in combat from the charge to the extra hight to your force of your sword blows from the horse running also horse archery and make bows smaller some bows in real life were not nearly as big as the English longbow but can go right threw a horse and still keep going for a bit like 20 yards and if it did not hit a maximum of 400 yards

13.a actual economy with quest like a town is short on food and you go to the main food region and buy a ton of cheap food and travel back with your caravan and guards and you set up shops and you sell what they are short on higher than normal to make a profit (mostly for role play but sounds awesome)

14. a werewolf clan and a vampire clan or several of both and their respective hunters and if your cured of being a vampire or werewolf let you become one again and such make the cure a bit easier to find

15.land ownership to do whatever you want with it mining major farming or both ect.

16.and with crafting (number 4) let you be able to use the antler of a dear to make a handle and than add a knife blade too it and than put it in your shops inventory for your shopkeeper to sell and to go from an earlier thread i saw

17. say your hiding from guards and they haven't found you and you broke into a shop you find a broom resin and a curved sword and durable string you put a bunch of resin on the solid end of the broom put the curved sword onto it and bind it with durable string and you would have a staff sword it would not be super good but you would have a weapon

18. also let you use anything as a weapon a bandit is attacking your a peasant hey look a rock whoosh you throw it hes knocked out you use your belt to tie him up you take his weapon and you wake him up and take him to the guards and get a reward

19.and more guilds cover more aspects of the game like necromancy and bounty hunters

20.keep horses but add more mounts native to the new province like skyrim mountain goats the size of a horse or a woolly mammoth which would help with trade because you could have so much goods on it that 1 woolly mammoth might = 6 pack horses but it would cost a fortune

21.blending in if your wearing a guard uniform you can escape notice on your break in of the palace or blend in with a rival clan (for if its in the kajiit homeland)

22.a real environment with non violent things like rabbits snakes (could be used in crafting) and mice butterflies and birds and real animal behavior a mountain lion will never attack you from the front it will stalk you and attack from behind and you would have to breack free of its bite on your neck or head to kill it and say an orc would have a better time of this than a bosmer or you would use your agility to get free or your strength whichever is higher also wolves are in pack and let them stalk deer to eat and not attack a person 24/7 wolves are typically wary of a person but say your in skyrims winter and a few wolves see you they will be starving and attack you

23.capes and cloaks in real life people used them for warmth or protection from the sun or to blend in like you would use a tan cloak it the deserts of elsware in a ambush or a white/gray/green one for the mountains in skyrim and let them be made of fur too and yo have ten finger use 10 rings also 2 necklaces and bring back the 2 puldrons 2 boots 2 gloves thing and let u ware cloths under armor more realistic and cool

24.the need for food shelter and warmth especially in skyrim like if you ware certain armors the cold will affect you less and if you have a fur cloak you will get that warmth bones also if u have a torch but it could attract enemies and just to say again a cool pack with animations

25.animal companions and pets along with people it svck when they say only you can save us BORING better with only you 2 can save us and let you have a family with romance but not six i dont wana have to pay for the game myself cus my mom wont buy a advlt game and if six has to be there nothing is shown or heard



i could go on all day but let me know what you think of my post and i hope you like it and feel free to copy it to the next tread if possible




used spell cheack and il try beter next time
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Stephani Silva
 
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Post » Sun Aug 08, 2010 8:08 am

snip

To that guy who said that TES fans wouldn't devolve to ultra-bad spelling...

I was right.

And, you were kinda late to the fast travel discussion. We have alternatives, now... specifically my idea about the Dwemer cannon :chaos:
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Pat RiMsey
 
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Post » Sun Aug 08, 2010 12:11 pm

-snip-

Edit: He used spellcheck and therefore my comment serves no/little purpose.
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Jessica Lloyd
 
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Post » Sun Aug 08, 2010 10:44 am

To that guy who said that TES fans wouldn't devolve to ultra-bad spelling...

I was right.

And, you were kinda late to the fast travel discussion. We have alternatives, now... specifically my idea about the Dwemer cannon :chaos:


I liked the Dwemer Canon idea. I think it could be a little polished though. Maybe the owner of the canon would have to be a Mage and he would cast a fortify acrobatics spell of you before you go. It would not be a gun powder canon either as no one is that stupid.
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Eileen Collinson
 
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Post » Sun Aug 08, 2010 10:09 pm

I liked the Dwemer Canon idea. I think it could be a little polished though. Maybe the owner of the canon would have to be a Mage and he would cast a fortify acrobatics spell of you before you go. It would not be a gun powder canon either as no one is that stupid.

Just don't forget your helmet. :disguise:
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Margarita Diaz
 
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Post » Sun Aug 08, 2010 2:15 pm

To that guy who said that TES fans wouldn't devolve to ultra-bad spelling...

I was right.

And, you were kinda late to the fast travel discussion. We have alternatives, now... specifically my idea about the Dwemer cannon :chaos:


Dwemer cannon ftw!

as for Oblivion Freak... do you have Word or something? something with spellcheck lol this just reinforces my earlier comment about your spelling being atrocious, and your still not consistent with your misspellings.

So my suggestion. go to school, learn to spell, then come back to the forums.

anyway for a real suggestion it'd be cool if we could have bigger battles, like army on army battles, their could be sieges and stuff like that, they could also add stuff like catapults and ballista but maybe in TES they just use Wizards for the big booms :flamethrower: :nuke: and maybe your doing a quest maybe for the main quest idk but you have to go somewhere and find an artifact buried deep beneath the castle of someplace but you get there and theres an army camped on its doorstep, the armies are at a stalemate, and you either help the attackers so you can go find your artifact in the confusion or you beat off the attackers and the king lets you take the artifact, and maybe there could be multiple ways to accoplish this, like you could sabotage the attackers supply line or you could slip into their camp and assassinate the leader or you could poison them, or you could just try and lay waste to everyone :P and if your siding with the attackers maybe you could direct catapults to break a hole in the defense or fight on the frontlines or find some secret way into the castle to wreck havoc with poison or slaughtering the men in their sleep :P stuff like this would be cool
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Mike Plumley
 
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Post » Sun Aug 08, 2010 6:10 pm

We need to add Necromancy.
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Mrs. Patton
 
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Post » Sun Aug 08, 2010 2:30 pm

I believe there should be an attributes tab, a skills tab, and a professions tab. Professions don't have to be combat skills, they don't have to help in combat skills, they are meant to help your character, but not necessarily get "stronger." Mercantile is a skill not because it is related to combat, but because bethesda found it to be a more useful mechanic in the game. THEY CANNOT include every single skill in the game. They could how ever have professions which help you level in other ways such as crafting, mining, fishing, hunting, and other things. They would make you more famous rather than make you stronger, earn you money rather than skill points, You could live as a villager through this system... but your non-combat skills, or job skills, or professions, or hobbies, or whatever-the-heck you want to call them do not have to be skills. They could be included in the game without being put in the skills tab. I don't see whats so hard about that idea.

Now instead of yelling about what I just said, why don't you give ideas for Professions or something like that, if the name of the topic has something to do with skills though, it will start a flame-war

Proffessions should be an underling of a skill such as: Fencing is under blades which is under strength or Strength>Blades>Fencing
Skills should govern professions in the way that attributes govern skills. Increasing your professions would help advance your skills... In fact I think they should overhaul the whole system like so:

Atributes are no longer completely based on race, they are based on your skills. They all start at 30, except luck, which will be 40. When you pick a major skill it increases it's governing attribute by 5. In this way you could start with a strength of 65 if you chose, but your other attributes would all be low. You gain bonuses and minuses to your abilities in 5s, 10s, 15s, and 25s. You gain certain abilities based on a backstory your provide through a set of choices in character Generation. You gain points to your attributes every level, but you no longer choose which attributes increase, or by what, they increase based on what your skill increases were.

Skills level up as they did before, for the most part. When used, your skill increases. When you reach each ranking (25, 50, 75, 100) you must have a profession of a certain ranking to advance to the next skill ranking. Example. Blades at level 25 requires you to have a profession under this skill. 50 requires you to be skilled in at least one profession. 75 requires mastery of one profession or skilled in two professions. 100 requires mastery of all professions. Each level would give a bonus, as before, but the bonuses would seem much more well earned.

Professions level up as you use them. They level at a somewhat slow pace, but much faster than skills do. (Skill may take 50 hrs real time to master, while profession may take 5 hours real time to master). Professions increase your notoriety(infamy), fame, and other things. When you are skilled in a profession, you can use your professional ability to do things that others cannot. Your luck ability levels up based on your mastery or skill in professions. Each skill will have 3 professions under it.

Skills>Professions

Blade>Fencing
Blade>
Blade>
Blunt>
Blunt>
Blunt>
Hand-to-Hand>
Hand-to-Hand>
Hand-to-Hand>
Armorer>
Armorer>
Armorer>
Block>
Block>
Block>
Heavy Armor>
Heavy Armor>
Heavy Armor>
Athletics>
Athletics>
Athletics>
Acrobatics>
Acrobatics>
Acrobatics>
Light Armor>
Light Armor>
Light Armor>
Security>
Security>
Security>
Sneak>
Sneak>
Sneak>
Marksman>
Marksman>
Marksman>
Mercantile>
Mercantile>
Mercantile>
Speechcraft> Salesman
Speechcraft>
Speechcraft>
Illusion>
Illusion>
Illusion>
Alchemy>
Alchemy>
Alchemy>
Conjuration> Necromancer
Conjuration> Druid
Conjuration>
Mysticism>
Mysticism>
Mysticism>
Alteration>
Alteration>
Alteration>
Destruction>
Destruction>
Destruction>
Restoration> Medic
Restoration> Upgrader (needs better name)
Restoration>
Enchant>
Enchant>
Enchant>
Spear>
Spear>
Spear>
Axe> Lumberjack
Axe>
Axe>
Short Blade>
Short Blade>
Short Blade>
Medium Armor>
Medium Armor>
Medium Armor>
Unarmored>
Unarmored>
Unarmored>
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Cedric Pearson
 
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