TES V Ideas and Suggestions # 176

Post » Sun Aug 08, 2010 12:03 pm

Welcome to TES V Ideas and Suggestions # 176

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.

http://www.gamesas.com/index.php?/topic/1085256-tes-v-ideas-and-suggestions-thread-%23160/
http://www.gamesas.com/index.php?/topic/1086102-tes-v-ideas-and-suggestions-thread-%23161/
http://www.gamesas.com/index.php?/topic/1087658-tes-v-ideas-and-suggestions-thread-no-162/
http://www.gamesas.com/index.php?/topic/1089003-tes-v-ideas-and-suggestions-163/
http://www.gamesas.com/index.php?/topic/1090035-tes-v-ideas-and-suggestions-164/
http://www.gamesas.com/index.php?/topic/1090714-tes-v-ideas-and-suggestions-165/
http://www.gamesas.com/index.php?/topic/1092018-tes-v-ideas-and-suggestions-166/
http://www.gamesas.com/index.php?/topic/1094008-tes-v-ideas-and-suggestions-167/
http://www.gamesas.com/index.php?/topic/1096483-tes-v-ideas-and-suggestions-168/
http://www.gamesas.com/index.php?/topic/1099525-tes-v-ideas-and-suggestions-169/
http://www.gamesas.com/index.php?/topic/1102208-tes-v-ideas-and-suggestions-170/
http://www.gamesas.com/index.php?/topic/1104003-tes-v-ideas-and-suggestions-171/
http://www.gamesas.com/index.php?/topic/1105916-tes-v-ideas-and-suggestions-172/
http://www.gamesas.com/index.php?/topic/1107672-tes-v-ideas-and-suggestions-173/
http://www.gamesas.com/index.php?/topic/1109526-tes-v-ideas-and-suggestions-174/
http://www.gamesas.com/index.php?/topic/1111409-tes-v-ideas-and-suggestions-175/
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Sun Aug 08, 2010 9:59 am

Smart Swing System

http://www.gamesas.com/index.php?/topic/1112074-improved-combat-smart-swing-system/

"Yes that sounds nice and all but what about the people who only have gaming systems like 360/PS3 to play on?"
- Theresa W

This combat system would still work on consoles. Console players just need to move the center cursor in the different bounding box using the anolog control stick.

"I don't think a more complex combat system is required. Daggerfall had a system like this and I personally found it clunky. I suppose with some refinement something like Die By the Sword could be interesting, particularly with the ability to bind a few 'standard' attacks as well as a few custom combos but something this involved needs to be at the very core of the gameplay - and with TES melee combat is an important gameplay element but it is not the important gameplay element."
- Hungry Donner

You're right in that the TES games have amazing exploration and that combat isn't the only important gameplay feature. That being said, if the programers can implement a more complex but intuitive combat system in the next TES game, why not have it? This system is based on Mount and Blades combat, which almost everyone who played it will tell you is very intuitive. If your center point is left of the enemy, your swing is left to right. If your center point is right of the enemy, your swing is right to left...so on and so forth.

"Instead of having everything be preset for you, how about something like this, using the XBox 360 controller for an example:
Right trigger = swing, right? Well, how about the right trigger holds up the weapon, and moving the right anolog moves the weapon? So to do an upward slash, you hold down the right trigger, and move the right anolog up quickly. To do a thrust, you could press down the right anolog. Perhaps this could work with shield slams as well, just with the left trigger instead. And if you need to look at an enemy next to you, just let go of the right trigger and move the right stick."
- The Warseeker

This is an interesting system I also thought about but it comes with one issue. If one of your anolog sticks is used for weapon swings, you cannot move your view during the weapon swing, and some people like the ability to change their view/direction during a weaopn swing (keep track of an enemy that's flanking you, etc).

"I love Mount & Blade, the combat is flawless

However, this kind of system would never work in an RPG. In Mount & Blade, it works on the basis of both momentum and the fact that you're fighting humans, and most people will die with one or two well placed hits

In Oblivion, you're fighting monsters, heros and mythical beings, which can take many many hits before dying. Unless this was addressed, it'd be a mess"
- Mishaxhi

I agree that Mount and Blades combat is great (although I do still consider it an RPG). When I meantioned that the third person view combat would be Mount and Blade-like, I meant the mechanism for direction of weapon swings (see above). Bethesda will rework the damage formulas as they see fit to ensure the game is balanced.

"All suggestions should go in this thread http://forums.bethso...uggestions-175/

But, while we're on the subject and it's not lost among so many others, here's my 2 cents.

Little complicated, not very intuitive. I think the original directional attacks were mouse based, which is more "realistic."

I agree with area damage, head and chest should do more damage yadda yadda. What I really want is active parrying. If you see your enemy swing down from his right side, you swing up to your left side, and as long as he is not much faster than your (in game and RL) the attack will be blocked. Your relative skill values will determine if one of you recoils or if combat continues normally. "

- Keltic Viking

The system certainly can sound complicated without trying it but as I mentioned above, it's very similar to Mount and Blade which is very intuitive (see yellow text above). Try M&B out if you haven't and see for yourself.
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Sun Aug 08, 2010 9:09 pm

I remembered watching this guy jump a ramp on his car and some person said he could control his adrenaline or something to make everything go into slow motion. So, an adrenaline bar would be cool. Perhaps when it fills up from combat everything goes into slow mo. Redguard's Adrenaline Rush ability could have something to do with this.


That sounds great. It could replace the current effects for the Redguard's adrenaline rush power. I think it should randomly change from slow-motion to fast-motion. One time you activate adrenaline rush and everything turns slow motion the next time you do it, it might be fast motion. This would allow for traveling quickly or greater accuracy in combat.
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Sun Aug 08, 2010 3:54 pm

Powers need to be overhauled in general

"Alright, some enemies, gonna use my BERSERKER RA... wait, why am I just casting a restoration spell?"
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Sun Aug 08, 2010 10:17 pm

I read an article very recently about the adrenaline bullet time thing. Your mind does go into overdrive, but it just means you remember more things. So you could recall the axe, frame by frame, as it slammed into your face, but you would not be able to react to it, at least not consciously.
User avatar
Stephani Silva
 
Posts: 3372
Joined: Wed Jan 17, 2007 10:11 pm

Post » Sun Aug 08, 2010 12:19 pm

This is an interesting system I also thought about but it comes with one issue. If one of your anolog sticks is used for weapon swings, you cannot move your view during the weapon swing, and some people like the ability to change their view/direction during a weaopn swing (keep track of an enemy that's flanking you, etc).

You're right. I hate controllers because of the limitations caused by lack of buttons. I like your idea, but there seems to be a lack of ...freedom. Just because your looking at the midsection of an enemy it doesn't mean every attack has to be a thrust. What if you don't move your view at all when fighting? Your entire combo would consist of only thrusts. How dumb would that look? Thrusts are mainly combo-finishers (I think), so it wouldn't be good having that as an opening move. I was thinking lower-left to upper-right, upper-mid right to left, upper-left to lower-right, thrust. I'd also like to see smart blocking. A successful block consists of having the entire attack hit the shield. Holding your shield up won't effect a low slash, it would just make you fall forward and hit your face on the hard Daedric. So if you want to block a mid-slash or thrust, hold your shield to your torso. If you want to block a face-shot, hold your shield parallel to your face. If you have a Blade's Shield, ONLY that circle will block, other than armor. An arrow will only be blocked if it hits that circle, nothing else.

I read an article very recently about the adrenaline bullet time thing. Your mind does go into overdrive, but it just means you remember more things. So you could recall the axe, frame by frame, as it slammed into your face, but you would not be able to react to it, at least not consciously.

That may be so, but it is still a cool concept. Would you still not like to see it?
User avatar
James Wilson
 
Posts: 3457
Joined: Mon Nov 12, 2007 12:51 pm

Post » Sun Aug 08, 2010 12:57 pm


That may be so, but it is still a cool concept. Would you still not like to see it?


I'm not particularly opposed. Obviously, reflex does come into account, and although we don't control reflexes, we are conscious of them when they happen, so getting 1 attack while you are in slo-mo vision wouldn't seem unthinkable to me, and the only way we could register that in game is with the conscious press of a button, rather than just a pre-set attack, although that might work they way blocking did in Morrowind.
User avatar
Lucy
 
Posts: 3362
Joined: Sun Sep 10, 2006 4:55 am

Post » Sun Aug 08, 2010 11:43 am

It just takes practice but you can do it.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Sun Aug 08, 2010 8:37 pm

Is there a magic forum for TES 5 or would that not be counted as a major ordeal and be put under this forum?
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Sun Aug 08, 2010 9:58 am

Yup. This thread is for any and all suggestions.

However if you want to "discuss" the magic system you can make a new thread. But as soon as it becomes a suggestion (i.e. too many suggestions about magic) thread they will merge it with this one. Its [censored] up I know.
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Sun Aug 08, 2010 8:23 am

Might I suggest that Blocking mitigate Magic damage (even if only by a small amount)?



It always bugged me how that big slab of steel that's at least six inches form my torso couldn't do jack for me when it comes to magic attacks.


But maybe a downside to blocking magic attacks would be that the shield would be greatly damaged by doing so.
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Sun Aug 08, 2010 7:32 pm

My suggestion for overall improved quality of TES V:

Release a 'beta' version of the game to select users with vested interest in the series (pull from the mod community). Release the construction set with it, let them all tinker around for a few weeks/months, absorb their feedback (what would be 'mods' to the game post-release), credit them, and incorporate their improvements into the final product.

Consider it next-gen quality control. The fans benefit from a better game in the end, Bethesda benefits from basically free QA testers, and the beta-testers benefit from having the knowledge that they made a difference in a series they love. Win-win-win.

It's all there: the technology for distribution, the social network to make it happen, and the financial incentive to do it. Why are we still working from archaic business practices? Control, presumably—companies don't want to relinquish control of their product for fear of losing it entirely. But Bethesda seems to understand the value in giving in a little, otherwise they wouldn't release a construction set at all. If it's released a little earlier, though—and a little smarter—the impact could be huge.

It's the future already, let's get with it.
User avatar
Damian Parsons
 
Posts: 3375
Joined: Wed Nov 07, 2007 6:48 am

Post » Sun Aug 08, 2010 10:03 pm

The reason why they dont do that is it will most definately be leaked before the official release, with bugs and game play problems. If this happens the game will be rummored to be a bad game with many problems and get less sales.

Bethesda do inhouse beta testing which is good for them but bad for us. Good because they can keep information about the game to them selves but bad because they nearly allways overlook bugs and problems with the game play. Oblivion had many bugs when it was released and Fallout 3 has a ton more.
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Sun Aug 08, 2010 7:35 pm

I think TES5 should have the following...

-Lesser bugs (The developers should spend more time testing TES5.)
-Damage text (show how much damage you dealt and how much damage you took.
-The options to toggle HUD and the option to toggle damage text.
-Instead of being limited to Cyrodiil, make the entire Tamriel explorable, like Daggerfall!

User avatar
Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Sun Aug 08, 2010 10:11 pm

-Instead of being limited to Cyrodiil, make the entire Tamriel explorable, like Daggerfall!

Not possible, unless you want the game's graphics to be that of old Runescape. :dead:
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Sun Aug 08, 2010 10:05 pm

The reason why they dont do that is it will most definately be leaked before the official release, with bugs and game play problems. If this happens the game will be rummored to be a bad game with many problems and get less sales.

Bethesda do inhouse beta testing which is good for them but bad for us. Good because they can keep information about the game to them selves but bad because they nearly allways overlook bugs and problems with the game play. Oblivion had many bugs when it was released and Fallout 3 has a ton more.


MMOs seem to work it out fairly successfully. Maybe it could be run similarly, where they set it up so that the beta testers are accessing something like a server. That way they could maintain control of their IP, but still get some benefit from wider testing. Gameplay videos might pop up, but that shouldn't be that big a deal (and I doubt rumors will ever cost Bethesda significant sales). I'm not certain of the technicalities, but I am certain there are progressive ways like this to improve the development process (and by extension, the final product).
User avatar
JR Cash
 
Posts: 3441
Joined: Tue Oct 02, 2007 12:59 pm

Post » Sun Aug 08, 2010 10:27 am

My suggestion for overall improved quality of TES V:

Release a 'beta' version of the game to select users with vested interest in the series (pull from the mod community). Release the construction set with it, let them all tinker around for a few weeks/months, absorb their feedback (what would be 'mods' to the game post-release), credit them, and incorporate their improvements into the final product.

Consider it next-gen quality control. The fans benefit from a better game in the end, Bethesda benefits from basically free QA testers, and the beta-testers benefit from having the knowledge that they made a difference in a series they love. Win-win-win.

It's all there: the technology for distribution, the social network to make it happen, and the financial incentive to do it. Why are we still working from archaic business practices? Control, presumably—companies don't want to relinquish control of their product for fear of losing it entirely. But Bethesda seems to understand the value in giving in a little, otherwise they wouldn't release a construction set at all. If it's released a little earlier, though—and a little smarter—the impact could be huge.

It's the future already, let's get with it.

Beth can beta test themselves. They don't need you civilians getting in the way and leaking things. Even with contracts they'll find loopholes.
And, have you seen World of Warcraft's forums? "CAN I HAZ BETA PLZ?" That would be our forums now. Those who did would do this: "I GOT MEH BETA KEYZ HURZ WHTS GGOIN ON IN TESV: ITZ BEIN IN SKYRUMS WIT DE OBLIVIUN GHATETTES."

MMOs seem to work it out fairly successfully. Maybe it could be run similarly, where they set it up so that the beta testers are accessing something like a server. That way they could maintain control of their IP, but still get some benefit from wider testing. Gameplay videos might pop up, but that shouldn't be that big a deal (and I doubt rumors will ever cost Bethesda significant sales). I'm not certain of the technicalities, but I am certain there are progressive ways like this to improve the development process (and by extension, the final product).

"Gameplay videos may pop up." That ruins your whole post. TES V is supposed to be a wonderful mysterious package when you open it up. Think how everyone felt when they first got off that ship in Morrowind. :bonk: How excited would they be when all the wonderment was blown because of leaked content?
User avatar
Lady Shocka
 
Posts: 3452
Joined: Mon Aug 21, 2006 10:59 pm

Post » Sun Aug 08, 2010 7:52 am

Thats one of the things I hate about sum of these game trailors and game footage before the game is released. Like they show you the start of the game and the first level or parts of it. e.g. the begining dungeon in Oblivion. Which completely spoils it when you want to play for the fist time cause u allready know whats gonna happen.
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Sun Aug 08, 2010 10:11 am

My suggestion would be being able to have the choice to join the OPPOSITE faction. Like you can chose to be in the Necromancers guild instead of the Mages'. Or mabye the Morag Tong instead of the Dark Brotherhood? O, and new weapons (throwing knives, crossbows etc.) And dragons!
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Sun Aug 08, 2010 9:04 pm

My suggestion would be being able to have the choice to join the OPPOSITE faction. Like you can chose to be in the Necromancers guild instead of the Mages'. Or mabye the Morag Tong instead of the Dark Brotherhood? O, and new weapons (throwing knives, crossbows etc.) And dragons!

Considering that the book, the infernal city, says the mages guild split...
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Sun Aug 08, 2010 7:10 pm

And dragons!

No.
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Sun Aug 08, 2010 8:07 am

And dragons!

There are dragons in TES, they're just invisible. At least that's what M'aiq says. :P
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Sun Aug 08, 2010 4:34 pm

Considering that the book, the infernal city, says the mages guild split...

There's more than one Mage's Guild? That would be amazing! I'd love to join either opposing force of the guild, and end the other, in that province. Perhaps it could be a constant thing throughout the series. Two factions of the same guild. I think there's some great corruption to be had here. Neither side is in the right, nor in the good. they just stand for different things.

Even if the games loop around, it would be hundreds of years later. The guild you remove in TESV could have formed up again by the next game in that province.
User avatar
Skrapp Stephens
 
Posts: 3350
Joined: Mon Aug 06, 2007 5:04 am

Post » Sun Aug 08, 2010 2:49 pm

There's more than one Mage's Guild? That would be amazing! I'd love to join either opposing force of the guild, and end the other, in that province. Perhaps it could be a constant thing throughout the series. Two factions of the same guild. I think there's some great corruption to be had here. Neither side is in the right, nor in the good. they just stand for different things.

Even if the games loop around, it would be hundreds of years later. The guild you remove in TESV could have formed up again by the next game in that province.

I think they formed the Synod and the College of Whispers...
User avatar
Ben sutton
 
Posts: 3427
Joined: Sun Jun 10, 2007 4:01 am

Post » Sun Aug 08, 2010 2:52 pm

Might I suggest that Blocking mitigate Magic damage (even if only by a small amount)?

It always bugged me how that big slab of steel that's at least six inches form my torso couldn't do jack for me when it comes to magic attacks.

But maybe a downside to blocking magic attacks would be that the shield would be greatly damaged by doing so.


Well I think that should depend on the type of magicka used against you. For eg. A shield might absorb part of a fireball attack - but the heat of the fireball would likely cook you in your metal armor. Lightning would flow through you and electrify the hell out of you with all the metal you carry etc etc.

I have made reference to Scott R Bakker in these forums, and I shall do so again. I primarily play as a non-magic user. In the Prince of Nothing series of books by SR Bakker non-magic users can carry small tokens called Chorae or Tears of God which make them immune to magic. However not immune to the effects of magic on the real world. ie. you're carrying your "immunity idol" someone casts fireball at you - the fire merely flows over you and leaves you untouched. He then strikes a tree with lightning, the tree falls on you you receive damage...

I would like to see that type of thing for non-magic users. Also if you are carrying your "immunity idol" you are immune to all magic - even the good stuff, so no blessings, no healing etc. until you un-equip and in fact don't even have it on your person - ie. backpack etc.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Next

Return to The Elder Scrolls Series Discussion