TES V Ideas and Suggestions # 178

Post » Mon Jan 31, 2011 7:23 pm


Yngling Half-Troll <- Perhaps I could get this name by befriending a troll?
Skjoldr Wolf-Runner <- Perhaps I could get this by outrunning a wolf?
Sjoring Hard-Heart <- Perhaps I could get this by performing some "couragous" deed?
Onmi Hard-Mouth <- Perhaps I could get this by frequently using negative insulting comments?


I think Yngling got that name because his mom was so ugly and so was he. Everyone therefore assumed that she must have been a troll.

Also, in English a person with a hard heart is someone who lacks compassion (i.e. is uncaring).
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Heather Dawson
 
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Post » Tue Feb 01, 2011 5:43 am

I think that there should be a certain level of a spell skill where you can cast it without fail, and for every level beyond that, you should be able to start to augment the spell and cast it faster. So, basic small fireball. After you've mastered it, you could start to add a wider blast radius to it, or a longer duration, or make it a continuous stream of flame. Or instead of augmenting it, you can cast it faster as you level past it. So if you've got a level ten fireball and a level seventy destruction skill, you could shoot this small fireball like a machine gun. Though at that level you could use a level seventy fireball and just decimate them.
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John N
 
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Post » Mon Jan 31, 2011 11:45 pm

Havok physics will obviously be making an appearance in the next game, so I hope that there will be an increase in the level of involvement for havok. Here are a couple of examples:

-Killing a person and disposing of the body by dragging it into a hidden area. This of course means that NPC's will need the ability to recognize a dead body that has not been disposed of and raise the alarm based on that. This could cause complications if you leave a lot of bodies lying around, making disposing of a corpse more a chore than a fun mechanic, so maybe they can do this for certain assassins' guild quests only.

-When you have levers that you must push to open doors, you should have to use grab on the lever and push it, instead of just pressing the 'activate' button. This helps a lot in immersion, I think, and it adds another use for the Havok physics engine (assuming that that's what you use to power such a mechanic). I got the idea from the Force Unleashed, (where you push gate switches one way or the other, up or down in order to solve pseudo-puzzles to open a gate) and I think it would merge seamlessly with the use of Havok in TES 4. If you have, say a crank shaft that lowers a bridge, like you sometimes encountered in dungeons, then you should have to grab ahold of it, and then move it around in a circular motion with your mouse, as if you were turning a real crank shaft.

-I'm a big fan of being able to use telekinesis to harm people. say for instance picking up a sword and then flinging it at a person's head. if you don't aim the sword point first, it doesn't stab the person, it only causes minor blunt damage, so positioning it properly is key. As you progress in mysticism, maybe you can lift heavier objects like boulders. In all cases, the speed of the item when it hits the target would be a consideration in how much damage it does. I think that the speed with which you swing your sword could be a determining factor in weapons damage normally as well (I think one of the above posters has already made that point). All in all, I'd like tk to serve more purpose than being an extra long grab function, as it were.
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Claire Lynham
 
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Post » Tue Feb 01, 2011 8:11 am

-SNIP_

Yea that sounds good too, would get my thumbs up :thumbsup:
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lolli
 
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Post » Tue Feb 01, 2011 3:28 am

Sjoring Hard-Heart <- Perhaps I could get this by performing some "couragous" deed?

I believe if you had a Hard Heart. You would be stubborn, and not easily motivated to do something outside of your comfort zone.
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JD FROM HELL
 
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Post » Mon Jan 31, 2011 11:36 pm

You start at LEVEL 1. You are NOT strong or sneaky, yet. You are weak from days with no food and oppression from the slave masters. Perhaps you were in the wrong place at the wrong time. Who knows, you could have been a criminal or one of the slavers themselves.

*sigh* Level means nothing. Just because you're level one doesn't mean that you can't kick serious guard junk. The only reason they do that is so the game is realistic. You have to start off weak. Everyone does. However, people grow. They get stronger. My play in the story of the Elder Scrolls doesn't begin until I am a fully capable assassin. Until then I am just a vintner swinging a dull knife around. That is the only beginning of my story. Nothing to do with anything, just a commoner. I come in to play later. I actually do things, then. But now, no.
So, what I'm saying is, when the game starts I'm already a fully capable assassin. Before the game I was level one. Before. The past. Not now. Not the present.

And, no, I can't be taken as a slave while I am a vintner. Why? Because I'm in a city. A well guarded one. Something like Skingrad.

But, yeah, what do people think on my chameleon suggestion?
It doesn't mater if you're at 1 or 100 chameleon, you're completely invisible, yet enemies can still see you. I'd suggest that you become more camouflaged/invisible the more points you have. For example, if you have 5 points, you'd be a small bit see-through. Not a whole lot, but a little. At 100, almost nothing will see you. The only visible thing would be a faint outline, like with a real chameleon. However, if you pick something up, someone will see you, however the spell will still be active and won't wear off, like invisibility.


Oh, oh, and, another idea. On mixed races. I know the child usually ends up looking like the mother, but what if the stats changed?
A half-Argonian half-Khajiit would get half of the stat boosts from the mother, and the other half from the father, while keeping the same appearance. Perhaps you could even pick your family tree. You pick your mother, your mother's father, your mother's mother, your father, your father's father, and your father's mother's races, thus getting 1/6th of each stat boost.
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Jerry Cox
 
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Post » Tue Feb 01, 2011 2:21 am

As I said, the exat details don't matter. I'm no dev, and I don't know every phrase under the sun. But the idea as a whole is good, yes?
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Lady Shocka
 
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Post » Tue Feb 01, 2011 9:06 am

Adding effects to your character when stats change would be nice.

Like a high level of Destruction might make your character do a certain animation (like letting off a spark of fire/frost/electricity in their hand), or a high level of strength would add muscularity to your character.

It'd be subtle, but it would be nice. :D
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Noely Ulloa
 
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Post » Tue Feb 01, 2011 8:54 am

Adding effects to your character when stats change would be nice.

Like a high level of Destruction might make your character do a certain animation (like letting off a spark of fire/frost/electricity in their hand), or a high level of strength would add muscularity to your character.

It'd be subtle, but it would be nice. :D


Perhaps...ala Bioshock (2), with the plasmids and all? eh? :wink_smile:

Certainly Brink's SMART (Smooth Movement Around Random Terrain) shall be a must for any gaming wishing to employ a stealth gameplay mechanic. SMART could even be figured into a combat oriented character.
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Lyd
 
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Post » Mon Jan 31, 2011 11:11 pm

http://stalker.wikia.com/wiki/Controller and http://stalker.wikia.com/wiki/Poltergeist.
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Toby Green
 
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Post » Tue Feb 01, 2011 2:19 am

I dont know how most of you would feel about this ,or if its been mentioned already,but here goes.
What about something like the V.A.T.S system,in TESV.
Obviously it would'nt be called vats,but something similar for that cinamatic kill.
It could be used like a finishing move etc..who knows,i suppose many of you would have different ways of doing it.
I just think it would be great if the game did a replay or realtime slow down of your last blow,spell or last arrow shot etc.
Yes i know its not fallout,but i think something like that would be very satisfying in an elder scrolls game if done right (& maybe not to often & overpowered ).
I think it would be a decent idea....it would be very satisfying to see your last strike ,spell,arrow etc from a different angle.
Anyway just an idea...good or bad..would like to hear others views on it,or other ways it could be done without ruining the game.
Thankyou :)
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Mariana
 
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Post » Mon Jan 31, 2011 11:02 pm

Boat ownership.
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Hayley O'Gara
 
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Post » Mon Jan 31, 2011 7:07 pm

Boat ownership.


Like having a horse, and you can get it at docks?
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Kara Payne
 
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Post » Tue Feb 01, 2011 4:32 am

If I was only able to suggest one thing for ESV, it would be this:
  • Make ESV more class-centric PLEASE. For example, a character with no magic skills selected should NOT have any starting spells. If they want to be able to cast spells, they'll have to train the magic skills up through a trainer, etc.

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Suzy Santana
 
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Post » Mon Jan 31, 2011 11:43 pm

We shouldn't have to buy every spell. some spells could be learned on our own by practicing (Every skill level up has a minute chance of us learning a new spell) orlearned from books; Spell tomes
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Riky Carrasco
 
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Post » Mon Jan 31, 2011 6:44 pm

Like having a horse, and you can get it at docks?
Both personal boats and ones for shipping. If you're going to have boat mechanics and ownership, they might as well align the system with strongholds and trade routes. Get some mercantile going.
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Vahpie
 
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Post » Mon Jan 31, 2011 7:21 pm

Hmm it would be nice not to be a prisoner for once -_- and the whole "Saving the world" thing is getting old >.< almost all rpg's need u to save the damn world @.@ how about something new like "Save your self" it would be nice if u are a noble and u have to become king of the country u are in and that would involve political things fights,proving u are better suited to be king ect and no "You are a noble then ur house gets attacked and u are frammed and called a bad guy" coz thats in many games too something legit would do :D u are just a normal noble man whos objective is to become king and well when u do its to prevent the country from going to war like.
The countrys are on the brink of war and your country is without a king the country needs a new ruler before a all out war starts and ravages the land of your beloved country. Should it be you who is king or someone else? Will you bring the country to peace or to war instead? It is up to you.
:D also it would be cool to become a vampire or a werewolf id much rather be a werewolf than a vamp coz a vamp is just a waste of time -_-

PS:i didnt read all of this topic or the other ones and i am definetly not reading all that @.@
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gandalf
 
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Post » Mon Jan 31, 2011 10:55 pm

Your characters history:

Many TES players already do this, they invent a history for their character.
So my thought is why not make that into a feature that can actually have a impact on your character creation while still remaining optional to those who actually want to do it?

So this is the main idea here, being able to write your characters history in game.

In the beginning you could, instead of selecting your primary skills from a list or just chose a class, chose to write your history. You'd get a list of things that happened in your past which you could select from a dropdown menu.
Lets say for example you have 20 “slots” to enter selections in, for example you could chose you have been in a big fight as you where younger. To make this even finer you could also in some cases chose how this event ended, in the example with the big fight you could have chosen you ran away, you lost the fight, you won the fight, you accidentally killed someone or you managed to talk both sides out of it.

Based on those decisions the game then calculates your characters skills, attributes and other abilities like if you're more resistant or weaker to certain things. It would possibly also matter in what order the events take place (more recent ones are stronger than long past ones) and how often they happen (ones that happen more often are stronger than rare events).
Also of course your chosen race could play into this since they could have different skill and attribute “multipliers”.
It would take a predefined number of skill and attribute points in total, they're all spread equally at first but gives more to ones that are connected with events that happen often and takes away from those that never or rarely happened.


Even further a small idea was that your history could also be “playable”, when you chose a event you can chose to “relive” it in your mind, it would bring you to a “dreamscape” of the event where you can then play it out. The game keeps track of what you do and calculates on that base now. In the example of the fight given above you could try the different selectable outcomes yourself or maybe even find a different solution to it like call a guard to clear up the brawl. Or try to heal injured people.


I'll combine this with a little idea how the game could start:

You start out in a small cabin of a ship, could even go with the prisoner theme and have the door be locked and guarded and you in cuffs. In the cabin you find, aside some other things to interact with, a small wall mounted mirror and a journal. Clicking the mirror lets you edit your characters race and looks, clicking the journal lets you create your characters details, this includes the history section.

You could also interact with some items in the cabin and try to talk with the guard outside as a little mini tutorial, but you'd remain trapped in the cabin. Also you can click the mirror and journal as often as you like, it always allows you to re-edit your character, a advantage would be that you can save your game and then try a different character setup without losing the previous.
Some of the items in there could be a small cupboard, a plate with some food, a knife (with the food) you can try out the mechanics a bit (the guard outside could actually get chewed out for letting you have a knife).

When you're done with character creation you simply go to rest in your bed (the option there would be “rest till we arrive”, you can just sleep in it too). When you chose that you suddenly awake as the ship is in a horrible storm, it crashes and starts to sink knocking you out cold. You then awake several days later washed ashore at a unknown location.
This is where the game itself would begin, you have nothing aside the clothes you wear and maybe some rubble that was washed ashore with you.

With that system it allows you to go through the tutorial whenever you want and how long you want, you can just skip it, make your character and then go to bed to start the actual game but still stay in character.

PS: You wouldn't even have to be a prisoner in that setting, it could just be that you're on that ship and not allowed to get out of the cabin.
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T. tacks Rims
 
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Post » Mon Jan 31, 2011 6:30 pm

We shouldn't have to buy every spell. some spells could be learned on our own by practicing (Every skill level up has a minute chance of us learning a new spell) orlearned from books; Spell tomes

^agreed! I also think it would be nice to receive rare spells as a reward for completing quests, especially those surrounding the Mages Guild arc. I know there were a few random spells that were bestowed during quests, buy most of the time you just got another enchanted sword... which got boring fast.
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Alexis Acevedo
 
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Post » Mon Jan 31, 2011 8:10 pm

I think spells should largely be combinations of effects, and you learn the effects and manipulations from the guilds. That way you don't always need new spells to increase the strength or speed, you just adjust your cast when you want to. If you're fighting in the dark you might want to make your fire spell have a huge duration with low damage so you don't lose sight of the enemy.
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josh evans
 
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Post » Tue Feb 01, 2011 9:39 am

It would be nice if every guild questline had two branches. I could join the Necromancers, or the Mage's Guild. I could join the Imperial Legion, or the Thieves Guild etc.. Sometimes I could join both (say, the thieves Guild want me to join the Legion as a mole), or, I could stay in the lower ranks in secret, as long as my fame is low enough.

Also, don't make any faction seem like the bad guy. Most faction rivalries shoul just be simple enemies. Necromancers, for example, are more often than not simple scholars, looking into it out of curiosity. They usually practice on animals, and they often take criminals from the government for their experiements. I mean, if it's not illegal, it should be quite fine. Most necromancers aren't your typical homocidal maniac. I mean, look at the necromancer in Balmora's Mage's Guild. Seemed nice enough to me, if a little bad tempered.
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ezra
 
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Post » Mon Jan 31, 2011 11:01 pm

Both personal boats and ones for shipping. If you're going to have boat mechanics and ownership, they might as well align the system with strongholds and trade routes. Get some mercantile going.


I've always been frustrated by the lack of boats, in Morrowind with real-time travel and ownership, and with Oblivion in general. Oblivion had two quests (which were some of the most fun) involving boats, when they could have had a dozen or several dozen.

Some of the greatest adventure stories are based on sea travel. The Odyssey, Sinbad, Treasure Island. Once in a while you get games like Sig Meyers Pirates or Zelda's Windwaker game, but there needs to be a middle ground. TES could easily fill that void.

Boat/Ship ownership and real time travel offer several opportunities. Realistic fast travel, Mercantile trade, piracy, naval battles, and travel to distant islands and lands without fast travel, spells, or swimming.
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cheryl wright
 
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Post » Tue Feb 01, 2011 3:19 am

I would kind of like to build my own place to live, rather than just buy one.

Also, if TES:V is hypothetically in Skyrim, I would like a quest where a small town is besieged by some sort of were-creature (bear would be nice) and you have to hunt it down. It would also be nice to have quest updates that give you an eery feeling. My example would be the "I feel like I am being watched" saying from the DB attack in Morrowind.
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Melly Angelic
 
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Post » Tue Feb 01, 2011 3:18 am

I cannot edit my post (http://www.gamesas.com/index.php?/topic/1112872-tes-v-ideas-and-suggestions-177/page__st__120__gopid__16334963&#entry16334963), so I edit here (Orange color):

TES V Ideas and Suggestions:

For the gameplay:
- Cities must be conceived as in Morrowind, not as in Oblivion (open cities)
- A mirror that you can look at and see yourself in
- Inside houses: be able to look outside through windows (http://www.youtube.com/watch?v=TeA0_KIzcDA&feature=player_embedded)
- Outside houses: be able to look in houses through windows
- Enter houses by windows, not only by doors (break a window to get into the house)
- Play cards, badminton, bowls, arm-wrestling, football with NPC
- Npc playing piano, guitar, or orchestrate and singer(s) (the only one to sing in Oblivion is my sheep)
- Scenario of execution on the square: hanging, stake, beheading,...
- Resist to the assaults of enemies and defend castle against attack, or attack a castle (where the principle of open cities is compulsory)
- Only one multilingual game Elder Scrolls which groups together all the series Morrowind, Oblivion,... the player can go everywhere into the same game with common quests
- The echo of the shouts of the wild animals which existed in Morrowind (a shiver ran through) or a storm in the desert in which sand is blown around by strong winds, the not repetitive architecture of buildings... and which disappeared with Oblivion: Morrowind remains the artistic reference.

For TESC:
01. Do not have to compile every time, see result under TESC (as in the game) but without launching the game
02. Open several windows of TESC
03. A script syntax to write in a Item-book the personal notes in game.
04. A script syntax to execute a batch file
05. Possibility of creating mirrors
06. Only one TESC compatible: Morrowind, Oblivion,...
07. Animations for NPC: dives, pirouettes, roll, kick, lengthen on the ground and look at the sky, dive into a lake, to row in a small boat, drive a plough (plow)...
08. A spell-checker
09. A Translation engin option
10. A "Blender", "Nifscop",... launch Option
11. Add dll option (OBSE, Pluggy,...)
12. Automatic vocalization or vocalization option: choice of voices on the dialogues
13. Random generator of meshes for weapons, armors, clothes, items and NPC races
14. New weapons: Catapult, slingshot, whip
15. Simplify the elaboration of the quests
16. AI system less laborious to use
17. More grounds flat and much bigger, enough to build a village
. (stop /\_/\/\/\ replace by /\_____________/\_________/\____ )
18. Never see this http://pagesperso-orange.fr/naalu.naiglemez/mes_images/TESC%20Horror.JPG again, but max script size illimited please!
19. Wait 1, 2 or 3 additional years, but make a game without patch. Patch is traumatizing: required to adapt again a mod, today still some persons make mods without knowing that there is a patch...
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Damien Mulvenna
 
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Post » Tue Feb 01, 2011 4:41 am

Hmm

-I have always loved the construction set and including some basic functionality of that in-game would be interesting, if implemented correctly. The East Empire Company questline was one of my favorites in Morrowind in that what you do actually has a physical effect on the world. Enhancing this concept to select specific locations of the buildings that are created, some customization of the houses being built (perhaps a money system for size, items in house, etc.), and customization over the guards stationed at your place (their patrol area for instance. Perhaps persuade the guards to look the other direction as you commit crime).

-Freedom and the restrictions that come with freedom. If you kill a main character, you cannot complete the questline, svcks for you, but on your next game you can avoid this mistake (if it was a mistake). If you join a specific faction, you cannot join a rivalry faction with the same character, or have to commit some hideous deed to your current faction to show you loyalty to the one you wish to join.

-Less randomly generated...stuff: Loot, scenery, dungeons. This point has probably been beaten to death, so I won't dwell on this.

-More unique...things. Oblivion did a great job of making traps so much more believable and interactive. They also improved on having more creative magical effects such as reanimating the dead, creating duplicates of people, turning a creature into a completely different creature. I want this style of diversity in other aspects of TES as well: Swordplay (many possibilities in this area), character interaction (Sometimes I just wanted to slap adoring fan in the face. Right in his stupid wood elf face.), the persuasion system (you find out by stalking a NPC that they have a fondness for, uh, deadra hearts or something. So you give it to them and they likes you more!)

-Realism in armor. If it's breaking, I want to see it breaking. More diversity within armor sets (color, texture details, etc), every piece of glass armor can't look the same. A randomly generated function would word well here to avoid all the data consumed by separate texture models.

-Make everything have a use. Enchant paper to make a scroll. Use a spoon and bowl to toss a salad together or something for your guests, I dunno. Be creative here Bethesda, if I want to draw gigantic phallic objects with a paintbrush and an empty canvas then by god, I should be able to.

-Multiplayer in the arena. Eh?

-Way better stealth system, specifically about all how the guards detect you. I haven't played a game where this has felt natural to me so far. Assassin's creed made being stealthy too mechanical. Anyway, what would be cool is that if you kill someone in there house the guards don't magically get notified. But if your victim lets out a scream before their death, and the guard approaches you, you should be able to talk your way out of it or kill him to have the bounty removed. Being able to hide from the guards would be neat. If you leave their line of vision (hiding in tall grass, water, in a house, on top of a building, etc) then they will stop chasing you. Impersonating a guard should also be possible.

Well yay, first post! I've been lurking but think I'll start posting more, you all seem like a feisty bunch that puts up a good fight in a debate.
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Sophh
 
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