TES V Ideas and Suggestions # 177

Post » Thu Nov 11, 2010 8:33 am

Welcome to TES V Ideas and Suggestions # 177

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/
http://www.gamesas.com/index.php?/topic/1112090-tes-v-ideas-and-suggestions-176/
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Add Meeh
 
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Post » Thu Nov 11, 2010 7:57 pm

Chaimail armor was the ONLY armor to do that, and the men in Oblivion had "skirts" too.

Those "skirts" are actually a part of the cuirass, you still have the greaves underneath, so without that, you'd have less armor.
Besides, it looks cool, so keep it.
Suggestion for the Elder Scrolls 5...
-No blood
-No toplessness
-Damage Text
-Capes
-Crossbows and Guns
-Percentages for skill XP bar.
-Epic world size (Tamriel)

1 - No blood? Slashing someone with a claymore will yield blood. You're absolutely killing realism.
2 - I couldn't really care less. If it bothers you so much, don't take your shirt off.
3 - Toggleable.
4 - Sure.
5 - Crossbows are fine. Guns, no. The entire point of TES is for it to be a fun fantasy game that is somewhat primitive. And by primitive I mean blades, axes, maces, shields, bows, NO GUNS. People may call older guns "primitive guns," but they've only been around for what, 500 years? The spear was invented before Christ was born. We're talking B.C. weapons. We're talking TES, not 3/4s of all games.
6 - Not sure why you'd really want that... but, ok.
7 - Nope. Doing that you'd have to cut out a megaton of game mechanics and assorted fun bits, along with up-to-par graphics.
P.S. You said you want TES to take place 500 years after Oblivion. You know, some people prefer to roleplay, and they bring their characters over from other games (like brining an Argonian that you made in Morrowind over to Oblivion, like he traveled back). Most people can't live 500 years. And, since they roleplay, their character that they loved so much would have to die, because they also like lore.
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Brian LeHury
 
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Post » Thu Nov 11, 2010 9:10 am

Bring back random quests. Very small tasks like providing ingredients for alchemists or rare books for librarians don't require unique content. In fact, there could be a kind of "information board" in every city, with "notes" implying new quests being available. Therefore, Bethesda could focus on major tasks and important quests, without purging all those "small" tasks.

Additionally, guilds could give random missions, too (made in a similar manner as generic ones). We don't need another go-and-kill-a-necromancer quest being done with voice-acting, unique text etc.
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Adrian Morales
 
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Post » Thu Nov 11, 2010 1:12 pm

Bring back random quests. Very small tasks like providing ingredients for alchemists or rare books for librarians don't require unique content. In fact, there could be a kind of "information board" in every city, with "notes" implying new quests being available. Therefore, Bethesda could focus on major tasks and important quests, without purging all those "small" tasks.

Additionally, guilds could give random missions, too (made in a similar manner as generic ones). We don't need another go-and-kill-a-necromancer quest being done with voice-acting, unique text etc.

Agreed, in everyway shape and form.
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Laura Wilson
 
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Post » Thu Nov 11, 2010 10:41 am

Those "skirts" are actually a part of the cuirass, you still have the greaves underneath, so without that, you'd have less armor.
Besides, it looks cool, so keep it.

I was replying to a person who said that the "skirts" made the armor look like dresses, and therefore were sixist against women. I'm totally fine with the way armor is now. Just so you know.
P.S. You said you want TES to take place 500 years after Oblivion. You know, some people prefer to roleplay, and they bring their characters over from other games (like brining an Argonian that you made in Morrowind over to Oblivion, like he traveled back). Most people can't live 500 years. And, since they roleplay, their character that they loved so much would have to die, because they also like lore.

Well, the book takes place 45 years after Oblivion, and according to Amazon.com (it's been removed by now) it's supposed to bridge a big gap between Oblivion and a game many years later (can't remember exactly how many, it was in-between 100 and 250). I'm working on a mod currently that would allow people to have a RP reason to be alive for that long... but for console players there are options, I'm sure.

Elves can live for a very long time. The Real Barenziah mention a "thousand-year lifespan", and people are also able to live longer VIA magic. Bretons also age somewhat less quickly than other humans, but I'm sure it isn't 250 years. There are some options to keep your character alive for that long, but not too many.
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Pumpkin
 
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Post » Thu Nov 11, 2010 9:56 pm

I was replying to a person who said that the "skirts" made the armor look like dresses, and therefore were sixist against women. I'm totally fine with the way armor is now. Just so you know.

I know, was just making sure everyone that knew that. :)
Well, the book takes place 45 years after Oblivion, and according to Amazon.com (it's been removed by now) it's supposed to bridge a big gap between Oblivion and a game many years later (can't remember exactly how many, it was in-between 100 and 250). I'm working on a mod currently that would allow people to have a RP reason to be alive for that long... but for console players there are options, I'm sure.

Well, the book takes place 45 years after Oblivion, and according to Amazon.com (it's been removed by now) it's supposed to bridge a big gap between Oblivion and a game many years later (can't remember exactly how many, it was in-between 100 and 250). I'm working on a mod currently that would allow people to have a RP reason to be alive for that long... but for console players there are options, I'm sure.

Elves can live for a very long time. The Real Barenziah mention a "thousand-year lifespan", and people are also able to live longer VIA magic. Bretons also age somewhat less quickly than other humans, but I'm sure it isn't 250 years. There are some options to keep your character alive for that long, but not too many.

Interesting, thank you :hehe:
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Brad Johnson
 
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Post » Thu Nov 11, 2010 8:57 am

I am unable to go before thread 100 so this may be a repeat. It would be nice to use some of the ideas from mods of previous games.

1. Alchemy sorter addons.
2. mannequins.
3. a non cookie cutter dungeon set-up. I mean, you already have all the tools, set 1 or 2 people to do a variety of different layouts. too many of them were too alike.
4. a different ai setting for non agressive creatures. Deer should run, but this way with a setting that can be changed. Yes, this is more a cs thing, but in order for the cs to use it, it needs to be in game as well.
5. Easter egg cache's. to encourage the random exploration of the wilderness. (hopefully people won't post those locations. else its not an easter egg.)


please feel free to add to the list, this is for ideas after all
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Valerie Marie
 
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Post » Thu Nov 11, 2010 8:41 am

I am unable to go before thread 100 so this may be a repeat. It would be nice to use some of the ideas from mods of previous games.

1. Alchemy sorter addons.
2. mannequins.
3. a non cookie cutter dungeon set-up. I mean, you already have all the tools, set 1 or 2 people to do a variety of different layouts. too many of them were too alike.
4. a different ai setting for non agressive creatures. Deer should run, but this way with a setting that can be changed. Yes, this is more a cs thing, but in order for the cs to use it, it needs to be in game as well.
5. Easter egg cache's. to encourage the random exploration of the wilderness. (hopefully people won't post those locations. else its not an easter egg.)


please feel free to add to the list, this is for ideas after all

1 Good.
2 Wasn't this used in a mod?
3 Sure.
4 The deer in oblivion run.
5 Already exist.
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Melissa De Thomasis
 
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Post » Thu Nov 11, 2010 4:28 pm

Bring back random quests. Very small tasks like providing ingredients for alchemists or rare books for librarians don't require unique content. In fact, there could be a kind of "information board" in every city, with "notes" implying new quests being available. Therefore, Bethesda could focus on major tasks and important quests, without purging all those "small" tasks.

Additionally, guilds could give random missions, too (made in a similar manner as generic ones). We don't need another go-and-kill-a-necromancer quest being done with voice-acting, unique text etc.

Definitely. It's been covered before, but I'll say it again. Random quests are exactly what factions need to actually feel like a real thing. These organizations supposedly exist to fill some role in society, but they never DO anything. Everyone in the Fighters Guild stands around, complaining about lack of work, with nothing to do. The only jobs in existence, apparently, are tied into a storyline and only I can do them. Once they're gone the guild is finished and has no reason to exist anymore. Why bother entering it ever again? People always tell you it's a good place to make money, yet not only is there no work for anyone else, there's nothing to be had once I've finished its story. The FG is there to do things like chase away goblins, act as bodyguards, and so on. It should be doing this regardless of whether I'm involved with the guildmaster's personal drama.

A random job board would not only give the player something to do at any time, but would also give life to the other members. They're random quests, so it's not like you have to worry about someone else taking a job and missing out on a unique artifact. If minotaurs pop up somewhere and you don't take the job in a certain amount of time, some other members of the guild might grab it. It would be so much more interesting than their pointless milling around, if you could come across your guildmates on the job in the wilderness, or see them coming and going from the guild hall. This would also allow for some more distinct banter between them; you could hear people talk about their last fight against goblins/trolls/minotaurs/etc, if they did good or bad, and other results, by splicing together different voice clips based on what job they did. It could be repetitive and awkward if poorly stuck together, yes, but it would still beat hearing about mudcrabs every freaking day by a country mile.
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Lindsay Dunn
 
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Post » Thu Nov 11, 2010 7:16 pm

1 Good.
2 Wasn't this used in a mod?
3 Sure.
4 The deer in oblivion run.
5 Already exist.


the deer do, but what was important was the ai tag. other animals should also run. and modders add new critters with similar ai, just look at mmm.

and
2. yes it was, that is why I said they should look at the mods from previous games to get ideas of what is desired.

5. the previous easter eggs, I feel, were few and insufficient, and rarely worth the effort.
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elliot mudd
 
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Post » Thu Nov 11, 2010 12:24 pm


Well, the book takes place 45 years after Oblivion, and according to Amazon.com (it's been removed by now) it's supposed to bridge a big gap between Oblivion and a game many years later (can't remember exactly how many, it was in-between 100 and 250). I'm working on a mod currently that would allow people to have a RP reason to be alive for that long... but for console players there are options, I'm sure.



I know the book bridges TESIV to TESV but i don't believe its 250 years, maybe 100, but the next book continues right after the last one. And the Infernal City is only 45 years. So unless that the book finishes that story and jumps a bunch of years that is unlikely
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City Swagga
 
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Post » Thu Nov 11, 2010 4:10 pm

I know the book bridges TESIV to TESV but i don't believe its 250 years, maybe 100, but the next book continues right after the last one. And the Infernal City is only 45 years. So unless that the book finishes that story and jumps a bunch of years that is unlikely

It already jumped once. :shrug: Anyway, I'm just going by what I read when I bought the book, I know it's been changed now, but it originally said otherwise and it's all the evidence we've got right now as to the time period. I think that the city suddenly disappearing is a sign of a possible time jump, but we won't know until that next book comes out...

*Sigh*, I actually liked that book. :(
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gary lee
 
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Post » Thu Nov 11, 2010 9:16 am

I want to see some form of internet incorporated into the game
Email, facebook, aol- All for your character!
Each home you buy will be equipped with its own Crystal Ball that can bring up different web pages

/SARCASM
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brandon frier
 
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Post » Thu Nov 11, 2010 11:56 am

Actually, that source said that TESV would be set 200 years after Infernal City. It wasn't the most reliable source, though. They probably overheard some idea Bethesda were toying with. May or may not be implemented.
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Mélida Brunet
 
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Post » Thu Nov 11, 2010 7:30 pm

Bring back random quests. Very small tasks like providing ingredients for alchemists or rare books for librarians don't require unique content. In fact, there could be a kind of "information board" in every city, with "notes" implying new quests being available. Therefore, Bethesda could focus on major tasks and important quests, without purging all those "small" tasks.

Additionally, guilds could give random missions, too (made in a similar manner as generic ones). We don't need another go-and-kill-a-necromancer quest being done with voice-acting, unique text etc.


100% Fantastic idea.
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Jason King
 
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Post » Thu Nov 11, 2010 6:59 pm

Real time boats - this would be an extremely popular feature, and I don't know why you wouldn't include it. It doesn't have to be 100% accurate, I just want to be able to take a rowboat out to an island instead of watching my character swim in full plate. Oh yes, if you run out of fatigue while swimming and have over 25% encumbrance, you should drown. (This assumes that if you are carrying very little, you can float in place and catch your breath)
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Luis Reyma
 
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Post » Thu Nov 11, 2010 10:20 pm

If / When TESV Comes out im gonna start a new thread for all your mod wishes. So we know what mods you all want and want changed.
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Sabrina Steige
 
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Post » Thu Nov 11, 2010 4:32 pm

Well, the book takes place 45 years after Oblivion, and according to Amazon.com (it's been removed by now) it's supposed to bridge a big gap between Oblivion and a game many years later (can't remember exactly how many, it was in-between 100 and 250). I'm working on a mod currently that would allow people to have a RP reason to be alive for that long... but for console players there are options, I'm sure.

Elves can live for a very long time. The Real Barenziah mention a "thousand-year lifespan", and people are also able to live longer VIA magic. Bretons also age somewhat less quickly than other humans, but I'm sure it isn't 250 years. There are some options to keep your character alive for that long, but not too many.


Mankar Camoran wrote the Commentaries on the Mysterium Xarxes over 300 years before the events of Oblivion. :wink_smile:
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Bambi
 
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Post » Thu Nov 11, 2010 1:34 pm

Real time boats - this would be an extremely popular feature, and I don't know why you wouldn't include it. It doesn't have to be 100% accurate, I just want to be able to take a rowboat out to an island instead of watching my character swim in full plate. Oh yes, if you run out of fatigue while swimming and have over 25% encumbrance, you should drown. (This assumes that if you are carrying very little, you can float in place and catch your breath)

You can swim in heavy armor - you can run fast in heavy armor if you're healthy enough.
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Sarah MacLeod
 
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Post » Thu Nov 11, 2010 5:05 pm

Definitley more realistic Nighttime/ Darkness. Example- it is midnight, you go in a house, and its all lit-up and light in the windows? <-oblivion.
Also with outside, to. the "torch" was mainley useless exept in a rare dungoun here and there. If you are outside at 12am it should not be bright enough to see...a building a mile away :P

I would also really like to see something else to ride :P horses were good, but common, its elder scrolls. Theres a 40 foot tall deadra god that scales the walls of imperial city ;D

If we dont get ridable lizards and dark nighttimes, atleast a can of anti-skeleton spray? *jokes*
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Veronica Martinez
 
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Post » Thu Nov 11, 2010 10:24 pm

Mankar Camoran wrote the Commentaries on the Mysterium Xarxes over 300 years before the events of Oblivion. :wink_smile:

Indeed. You are quite old. :P
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Fanny Rouyé
 
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Post » Thu Nov 11, 2010 4:31 pm

Definitley more realistic Nighttime/ Darkness. Example- it is midnight, you go in a house, and its all lit-up and light in the windows? <-oblivion.
Also with outside, to. the "torch" was mainley useless exept in a rare dungoun here and there. If you are outside at 12am it should not be bright enough to see...a building a mile away :P

I would also really like to see something else to ride :P horses were good, but common, its elder scrolls. Theres a 40 foot tall deadra god that scales the walls of imperial city ;D

If we dont get ridable lizards and dark nighttimes, atleast a can of anti-skeleton spray? *jokes*


You are correct in every way. I like that mod for Oblivion that added illuminated windows an night time, "Illumination Within" i think it was called. BGS should use that concept. I agree with the torch thing aslo. I would like it if there could be some kind of bio-luminescent animal or plant in Skyrim. That seems a bit more like Black Marsh's territory though.


Indeed. You are quite old. :P


Aye, I am. 14 years old. Thats over 300 in Nirnic years I believe. Oh wait. In Nirn im dead... :cryvaultboy:
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sarah taylor
 
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Post » Thu Nov 11, 2010 11:21 am

Aye, I am. 14 years old. Thats over 300 in Nirnic years I believe. Oh wait. In Nirn im dead... :cryvaultboy:

You aren't dead! You just aren't... alive... anymore.

Can a guy who controls a realm be killed in his own realm? I mean he was basically a Daedric Prince, he had the "intercom" voice and everything. Did Paradise cease to exist?
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Jessie Rae Brouillette
 
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Post » Thu Nov 11, 2010 10:35 am

You can swim in heavy armor - you can run fast in heavy armor if you're healthy enough.


You try jumping into a pond with a suit of full metal armor, see how long u last. plus theres padding so the armor doesnt cut you to shreds and that would quickly become waterlogged adding a bunch of weight.
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jadie kell
 
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Post » Thu Nov 11, 2010 9:31 am

You aren't dead! You just aren't... alive... anymore.

Can a guy who controls a realm be killed in his own realm? I mean he was basically a Daedric Prince, he had the "intercom" voice and everything. Did Paradise cease to exist?


I believe that when the Champion of Cyrodill killed Mankar Camoran that Paradise was destroyed. As with any other Daedric prince, his realm was him and the other way around. When he was killed his realm was destroyed. Jygallag was killed. Had he been the official ruler of the realm I think it would have crumbled as did Mankar's.

It is odd talking in the third person :P
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Anna S
 
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