TES V Ideas and Suggestions # 177

Post » Thu Nov 11, 2010 10:46 pm

Here's my issue with Khajiit and Argonian sub-races. Are all these different sub-races going to be using unique meshes, textures, and animations, or are they just going to be using the same collective resource pack?

The problem with the former is that the art team goes from having to create mesh/texture resources for 10 stock races to creating 15 or so, especially for the Khajiit races which are rather physiologically different from each other. That runs the risk of lowering the detail of each individual race's look just to allow for more race sub-types. Which in my view is a problem.

The problem with the latter was the problem present in Oblivion: everyone used the exact same body meshes, and mer/humans with the exception of Dunmer all used the exact same textures. There was such a sense of "sameness" there, a lack of unique quality. Taking this further, if they create sub-races but use the same stock textures and meshes, that makes the sub-races dull and boring.

For me, the perfect solution is scrapping sub-races altogether, putting more time and energy into actually fleshing out the 10 stock races as they are, in both visual quality and culture. If too many options get included, those options will all become watered down versions of themselves. And to me, nothing is worse than content that is watered down.

I know that chances are they aren't gonna be included. However, they could all use the same head/body mesh and easily morph it for each race. Textures wouldn't be over-complicated, since they don't require insane amounts of time to make. For Ohmes-Raht Khajiit, they could just put on the tail mesh of the regular Khajiit and add fur to the human face texture, and for the Cathay they could simply make them larger than the other Khajiit and have a different pattern on the fur (which you can do easily if you have a texture-editing program with layers).

They wouldn't need unique animations, as all people in Oblivion use the same animations, even Imperials and Khajiit have the same running animation. If they have a new swimming animation for Argonians, they could easily apply that to all Argonians, it wouldn't be too much of a problem in that standpoint.

I couldn't imagine a race that looks like humans with fur and a tail needing any new unique meshes/animations, and same with a race that's only larger and stronger than the Khajiit race we're used to.

Naga and another race of Argonians could probably be made by making the Naga bigger and fiddling around in the Construction Set with textures. And I dunno about another race of Argonians, I can't picture them looking much different than the regular ones.

The way I see it, you don't have to really worry about this being included, if they're far along enough in production to be ready to show it, I highly doubt they're going to throw in some extra races. Maybe it could be made as a modding project for TES:V.

[Addition]
They can also change the height/weight of individual members of each race, and since FO3 has been out they can also add new meshes/voices. So really to create a Naga you'd just have to make a big Argonian with a "big voice", and maybe a few unique meshes which now you can add with ease to individual people.

[2nd Addition]
They wouldn't need to add entirely new cultures for each. The only difference between the Naga and the "regular" Argonians is where they live, how big they are, and some details that would make them look more "snake-like". Khajiit all live in Elsweyr, and in fact all of the "species" of Khajiit live together in all of the cities of Elsweyr, and lore-wise are supposed to exist everywhere else too. In http://www.imperial-library.info/interviews/dfcat1.jpg you play as a "Ohmes-Raht" if you're a Khajiit, and Argonians have been shifting in shape/morphology in nearly every game. So you wouldn't need to worry about them expanding on culture or anything like that, people still know very very little about Argonian culture, and Argonians in general. Ohmes-Raht and Cathay are still Khajiit, they still digest Skooma differently, they still talk in their unique way, and they still all come from the Deserts of Elsweyr. Naga are simply another kind of Argonian, like the change you saw from Morrowind to Oblivion, same thing with the Archein.
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kirsty williams
 
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Post » Thu Nov 11, 2010 8:55 pm

Here's my issue with Khajiit and Argonian sub-races. Are all these different sub-races going to be using unique meshes, textures, and animations, or are they just going to be using the same collective resource pack?

The problem with the former is that the art team goes from having to create mesh/texture resources for 10 stock races to creating 15 or so, especially for the Khajiit races which are rather physiologically different from each other. That runs the risk of lowering the detail of each individual race's look just to allow for more race sub-types. Which in my view is a problem.

The problem with the latter was the problem present in Oblivion: everyone used the exact same body meshes, and mer/humans with the exception of Dunmer all used the exact same textures. There was such a sense of "sameness" there, a lack of unique quality. Taking this further, if they create sub-races but use the same stock textures and meshes, that makes the sub-races dull and boring.

For me, the perfect solution is scrapping sub-races altogether, putting more time and energy into actually fleshing out the 10 stock races as they are, in both visual quality and culture. If too many options get included, those options will all become watered down versions of themselves. And to me, nothing is worse than content that is watered down.

Edit: Martut summed it up pretty well.
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Jani Eayon
 
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Post » Fri Nov 12, 2010 2:35 am

Zenimax will almost assuredly someday come out with the Elder Scrolls MMO, and that will be for everyone who craves multi-player Tamriel action.

I don't like MMO's :( I just like co-op. I guess not everybody can be happy though, huh?

I think I've said it before, but just to make sure:

A way to change, at least the height of your character. If not a complete body-gen (width, weight, height, maybe muscularity?)

Throwing weapons again? :) C'mon, you guys know it's fun playing a relaxing game of "Throw the dart on the khajiit's tail"!

Kind of Fallout-ish, but more misc weapons. I mean, how cool would it be to beat your "very bad dog!" with a broom?! <-- in case nobody got it, I of course mean in Oblivion when the NPC burns their dog with fire magic, and calls it a "very bad dog!"

The ability to put out lights! I love stealth characters, but I hate lanterns and stuff. It would be cool, if at least I could blow the lights out once getting close enough. Or if it's like a small hanging lantern, just shoot it down with an arrow. Or an enchanted arrow (or bow) with water magicka, would put out lights. And fire magicka would re-light them. And of course, NPC's in a house would re-light it. And in the cities, guards would re-light them. Hehehe. 3 AM, in an NPC's house, you decide to light the lantern just outside their room... They wake up, put out the light, and... You... get the idea... right?
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CxvIII
 
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Post » Thu Nov 11, 2010 6:24 pm

2) And more piracy like how it was in the beginning of Redguard. Although Oblivion had alright pirate related quests, like that one where you go in the captains cabin to steal something. I forget what it was.


You steal.....
Spoiler
HIS LIFE
dun dun dun :P
for the dark brotherhood quest if its what im thinking it is, and it probably is


anyway, i like Dragon Ages magic reactant system, where magic will affect other magic, like blizzards putting out fires, setting fire to grease, stuff like that, only bad thing about it is im a terrible tacticain, which is what the game seems to call for, i'd rather my allies to just use their abilities instead of me having to tell them what to use.
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laila hassan
 
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Post » Fri Nov 12, 2010 9:23 am

Something else I'd like to see is the ability for spells to interact in with the environment, more so than just knocking items away. Here I'm thinking about the way plasmids worked in bioshock, how if you electrocuted water, anybody standing in it takes damage. Or if you set someone on fire, they're able to extinguish themselves by running into water. Currently the spells in Oblivion need something to distinguish them from one another

Now that's a good idea. And it would make sense to in real life. All the spells currently just do the same thing; damage/drain health, just with different colors and different magic animations or whatever it is they use in the computer creation process; VFX stuff. That's been the problem with the spell system in all the elder scrolls games. It needs to be more realistic.
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Avril Churchill
 
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Post » Fri Nov 12, 2010 9:29 am

Ok. In my sig there's a Shield skill. The point is to have shields more useful, and to make it more realistic: each weapon you train in, also focuses on blocking with that particular weapon, so the blocking chance should be dependant on the weapon skill, not an universal Block skill. Shield would inculde shield attacks.
In Dragon Age the shield bashing is effective, but also visually stunning and realistic enough for me. How sweet it would be to knock down enemies, or push them down steps or cliffs...
Shields should cover from projectiles like in Mount&Blade: bigger ones are hard to get past, and usually you shoot at legs when using bow vs. them. They can be beat to pieces with enough strikes. They cover your back when they're hung there. Add some change to block magic projectiles as well, and shields gain a lot of importance.
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Quick Draw III
 
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Post » Thu Nov 11, 2010 10:20 pm

Ok. In my sig there's a Shield skill. The point is to have shields more useful, and to make it more realistic: each weapon you train in, also focuses on blocking with that particular weapon, so the blocking chance should be dependant on the weapon skill, not an universal Block skill. Shield would inculde shield attacks.
In Dragon Age the shield bashing is effective, but also visually stunning and realistic enough for me. How sweet it would be to knock down enemies, or push them down steps or cliffs...
Shields should cover from projectiles like in Mount&Blade: bigger ones are hard to get past, and usually you shoot at legs when using bow vs. them. They can be beat to pieces with enough strikes. They cover your back when they're hung there. Add some change to block magic projectiles as well, and shields gain a lot of importance.

:tops:


I agree with this all if you mean we can parry when the shield is equipped too :D
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Emmanuel Morales
 
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Post » Fri Nov 12, 2010 4:37 am

They already did that in Tamriel, so I don't know if slavery would be a big issue. The Dunmer are now living among Nords, so they've probably improved relations. The Altmer are having an internal rebellion focused towards being a less ethnocentric and "high-and-mighty" society. The Imperials and Nords were slaves themselves, so they probably wouldn't stoop that low. Redguards haven't really ever had/been slaves, so they're outta the picture. Bosmer are too fractious to have slaves, Bretons are also too fractious. Orcs... I can't imagine Orcs taking slaves because they've been the "under-dog" for years. Khajiit and Argonians were also slaves, so them taking slaves would be very odd. They got angry and drove out the Dunmer, they didn't take them as slaves 'cause they knew what it was like.

I couldn't imagine men, except maybe Bretons, being so closely related to the Altmer, and very snobbish themselves, to have slaves. They have "morals".

I could EASILY imagine the Argonians enslaving. They're now one of the most powerful races in Tamriel, and could eaily become power drunk. They're also extremly racist, and knowing what being a slave is like, would just want them to do it more. I could imagine them wanting to put the Dunmer into the same fate.

Khajiit... Maybe the same as the Argonians, but they're not very strong. I could imagine them keeping it within their own province, though. They've always reminded me of Moses times in Egypt. I could seriously imagine them owning lots of slaves.

Dunmer will be enslaving as soon as they're back on their feet, imo.

I doubt hardships would stop the Altmer from enslaving. If anything, it would increase the slave trade. Quicker, harder, cheaper workers for the troubled times.

Orcs, I believe would be split on the decision. As you said, they're the "under dogs" frequently, and it gives them a better moral sense. But, there are also the aggressive stereotypical barbarian Orcs. Regardless of what many say, they exist. I could really imagine them enslaving those they don't kill.

Did I miss anyone?

So, yeah, my point is, I really think slavery is going to make a comeback. The only reason a lot of races didn't enslave was because of Imperial law / weak provinces. Slavery is also really awesome to have in a game. I can play as the ruthless merchant who'll utilise whatever methods available to get cheap labour and better profits. Or, I can play the abolishist, who roams the province and kills slavers, and frees slaves.
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Laura Ellaby
 
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Post » Thu Nov 11, 2010 10:38 pm

IF nords enslave it will be dark elves they have always been at war and extra labor in skyrim could mean life or death in winter prep. Also Kajiit and Bosmer would enslave each other I think. And think the land is in caos land is damaged and many things need to be rebuilt probably and with a many way power struggle slaves would be needed.
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Sami Blackburn
 
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Post » Fri Nov 12, 2010 9:01 am

I think if slavery comes back, Nords would never enslave anyone, as they find it immoral (the majority, anyway), and least of all the Dunmer, since they're creating a new alliance, apparently.

I agree that Bosmer and Khajiit would enslave eachother. (I knew I forgot someone :rolleyes:)

And, can you please utilise grammar better? I really have to read your posts multiple times. Is it just me? A few commas and full stops would hurt no one.
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Hilm Music
 
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Post » Fri Nov 12, 2010 6:05 am

Posts have been deleted. Feel free to discuss slavery as it appears in the TES universe, but do not bring real world history/politics into this.
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Jah Allen
 
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Post » Fri Nov 12, 2010 1:49 am

I wish there were more peaceful ways to do things. Particularly retribution. Sure, the slaves want me to kill their owner, but... wouldn't it be more fun to make them the slave?
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Kate Norris
 
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Post » Thu Nov 11, 2010 11:52 pm

Ok. In my sig there's a Shield skill. The point is to have shields more useful, and to make it more realistic: each weapon you train in, also focuses on blocking with that particular weapon, so the blocking chance should be dependant on the weapon skill, not an universal Block skill. Shield would inculde shield attacks.
In Dragon Age the shield bashing is effective, but also visually stunning and realistic enough for me. How sweet it would be to knock down enemies, or push them down steps or cliffs...
Shields should cover from projectiles like in Mount&Blade: bigger ones are hard to get past, and usually you shoot at legs when using bow vs. them. They can be beat to pieces with enough strikes. They cover your back when they're hung there. Add some change to block magic projectiles as well, and shields gain a lot of importance.
Very cool.
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(G-yen)
 
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Post » Thu Nov 11, 2010 7:32 pm

I think there should be more than just one angle on it, like say you sleep in an more remote area and are closer to a hostile race. You may be captured and be a slave and there will be a long quest on getting you and other slaves free, with several different ways to do it. For example you can do it threw buying your way free, a prepared slave rebellion on the property, or charm your way free. And after you are free a fellow slave will come up and give you your stolen items back.
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El Goose
 
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Post » Fri Nov 12, 2010 9:08 am

I think there should be more than just one angle on it, like say you sleep in an more remote area and are closer to a hostile race. You may be captured and be a slave and there will be a long quest on getting you and other slaves free, with several different ways to do it. For example you can do it threw buying your way free, a prepared slave rebellion on the property, or charm your way free. And after you are free a fellow slave will come up and give you your stolen items back.

No, the way I see it, is it in the suggestion I've done a few times as follows:

Whenever I'm fighting an NPC, once my hp gets to 0, the following would happen:

If the NPC is a Bandit: They'd capture me, and sell me as a slave
... Necromancer: They'd make me a zombie, and I'd have a huge quest to get back my mortality (I may even retain certain good asects of being undead, ala Corprus)
... Guard: They'd haul me off to the nearest prison
... Responible NPC: They'd call the guards, maybe perform a citizen's arrest
... Vampire: They'd lock me up and use me as cattle. I'd eventualy be turned into a vampire, and quests would involve my freedom

There are many possibilities for each type of NPC. BUT there would always be a chance of death, depending on the NPC. If I'm fighting an enslaver by trade, for example, he may be more careful, hoping to sell me on, and I'd have, say, a 70% chance of survival, whereas, a guard, who would rather me dead than taking up space in prison, would have, say, a 40% chance survival rate. This way, there IS a fear of death, but there are also some potentially very interesting alternatives.

I would think that Guards would have the lowest survival rates. Out of everyone that would spare my life, I see these as the ones who have no personal gain from it, and are used to getting their hands dirty. The survival chance could also depend on the NPC I'm fighting. An Orc barbarian would be more brutal than a Breton mage, for example.
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Agnieszka Bak
 
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Post » Fri Nov 12, 2010 2:39 am

No, the way I see it, is it in the suggestion I've done a few times as follows:

Whenever I'm fighting an NPC, once my hp gets to 0, the following would happen:

If the NPC is a Bandit: They'd capture me, and sell me as a slave
... Necromancer: They'd make me a zombie, and I'd have a huge quest to get back my mortality (I may even retain certain good asects of being undead, ala Corprus)
... Guard: They'd haul me off to the nearest prison
... Responible NPC: They'd call the guards, maybe perform a citizen's arrest
... Vampire: They'd lock me up and use me as cattle. I'd eventualy be turned into a vampire, and quests would involve my freedom

There are many possibilities for each type of NPC. BUT there would always be a chance of death, depending on the NPC. If I'm fighting an enslaver by trade, for example, he may be more careful, hoping to sell me on, and I'd have, say, a 70% chance of survival, whereas, a guard, who would rather me dead than taking up space in prison, would have, say, a 40% chance survival rate. This way, there IS a fear of death, but there are also some potentially very interesting alternatives.

I would think that Guards would have the lowest survival rates. Out of everyone that would spare my life, I see these as the ones who have no personal gain from it, and are used to getting their hands dirty. The survival chance could also depend on the NPC I'm fighting. An Orc barbarian would be more brutal than a Breton mage, for example.

I wonder how they'd do that though... base survival % off of the NPC class?

That could be a very good modding possibility.
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Olga Xx
 
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Post » Thu Nov 11, 2010 8:24 pm

No, the way I see it, is it in the suggestion I've done a few times as follows:

Whenever I'm fighting an NPC, once my hp gets to 0, the following would happen:

If the NPC is a Bandit: They'd capture me, and sell me as a slave
... Necromancer: They'd make me a zombie, and I'd have a huge quest to get back my mortality (I may even retain certain good asects of being undead, ala Corprus)
... Guard: They'd haul me off to the nearest prison
... Responible NPC: They'd call the guards, maybe perform a citizen's arrest
... Vampire: They'd lock me up and use me as cattle. I'd eventualy be turned into a vampire, and quests would involve my freedom

There are many possibilities for each type of NPC. BUT there would always be a chance of death, depending on the NPC. If I'm fighting an enslaver by trade, for example, he may be more careful, hoping to sell me on, and I'd have, say, a 70% chance of survival, whereas, a guard, who would rather me dead than taking up space in prison, would have, say, a 40% chance survival rate. This way, there IS a fear of death, but there are also some potentially very interesting alternatives.

I would think that Guards would have the lowest survival rates. Out of everyone that would spare my life, I see these as the ones who have no personal gain from it, and are used to getting their hands dirty. The survival chance could also depend on the NPC I'm fighting. An Orc barbarian would be more brutal than a Breton mage, for example.



I think a slaver would be even more carefull than 70% since you could be another huge paday since selling a person is huge money each time. Also can't a necromaner use you dead? I think a vampire would be most carefull since you would be his food. Also trying to feed off of civilians and not owned slaves or cattle is very very risky.
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Jack Walker
 
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Post » Fri Nov 12, 2010 2:22 am

I think a slaver would be even more carefull than 70% since you could be another huge paday since selling a person is huge money each time.

I think if I'm stabbing him with a big sword, hes going to want to get me out of the way. Money isn't his biggest priority.

Also can't a necromaner use you dead?

Sure, but there isn't a 100% success rate. When you awaken you turn out to be a zombie. You still have your soul (I think), you're just a mindless slave. The quests would involve you getting yourelf back together (often quite lieterally)

I think a vampire would be most carefull since you would be his food. Also trying to feed off of civilians and not owned slaves or cattle is very very risky.

Again, the same as the slavers. A Vampire usually already has a bunch of cattle. You're just there to add.
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Adam Porter
 
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Post » Fri Nov 12, 2010 7:30 am

Sure, but there isn't a 100% success rate. When you awaken you turn out to be a zombie. You still have your soul (I think), you're just a mindless slave. The quests would involve you getting yourelf back together (often quite lieterally)

Nah, your soul's gone by then. http://www.uesp.net/wiki/Lore:Corpse_Preparation. Your soul is just the stuff they put in black soul gems to be delightfully evil and convert your soul to magical energy that they can use.
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Solène We
 
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Post » Fri Nov 12, 2010 7:08 am

Now that's a good idea. And it would make sense to in real life. All the spells currently just do the same thing; damage/drain health, just with different colors and different magic animations or whatever it is they use in the computer creation process; VFX stuff. That's been the problem with the spell system in all the elder scrolls games. It needs to be more realistic.


Yeah... in an ideal world, we would have a game in which everything and anything can get affected by spell effects. Food can be cooked, Trees can be set alight, Rivers and lakes can be made to boil and freeze... but this is all wishful thinking. In a game as huge as TESV it'd be impossible to have a completely interactable environment and all the repercussions that come with it. Can you imagine the game remembering which trees have been set fire to and which have not? Maybe that kind of tech will be possible by the time TES 20 comes out, but not anytime soon.

But the thing about setting people on fire and watching them run to the nearest water source to put themselves out, and then electrocuting the water shocking anything in it, that's definitely plausible, since there's a game that has already done it. I'm mainly trying to be realistic. If this kind of mechanic made it into tesv i'd be one happy camper.
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Emily Jeffs
 
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Post » Fri Nov 12, 2010 4:56 am

Nah, your soul's gone by then. http://www.uesp.net/wiki/Lore:Corpse_Preparation. Your soul is just the stuff they put in black soul gems to be delightfully evil and convert your soul to magical energy that they can use.

Bust the soul gem and possess the necromancer.
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Shelby McDonald
 
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Post » Thu Nov 11, 2010 8:10 pm

Bust the soul gem and possess the necromancer.

That's if they decide to take your soul, and if I remember correctly from what I've seen people write, after they take your soul it just converts it to magical energy.
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Emmanuel Morales
 
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Post » Fri Nov 12, 2010 1:10 am

That's if they decide to take your soul

That's why there's a percentage to the whole thing.

And I'm no good with Necromacer lore, but I think you get my point with the suggestion.
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Monique Cameron
 
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Post » Thu Nov 11, 2010 10:35 pm

That's if they decide to take your soul, and if I remember correctly from what I've seen people write, after they take your soul it just converts it to magical energy.

They eat souls in Umbriel. But my question is: What happens to you when your souls is consumed?
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Sammygirl500
 
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Post » Fri Nov 12, 2010 8:45 am

How about the ability to change armor color... I don't want to wear glass armor because even though it's the best, it's an ugly green. Same with Daedric.
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Amysaurusrex
 
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