TES V Ideas and Suggestions # 178

Post » Tue Feb 01, 2011 12:01 pm

Something i allways thought was odd. You can fast travel into combat / near enemies. But u cant fast travel out of combat.
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Penny Flame
 
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Post » Tue Feb 01, 2011 12:10 am

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.

This would be great for a stealth class so you can easily escape tight situations :ninja: , but would betheseda be allowed to use it :blink: ?

In TES IV nearly all the weapons had the same animations, IMO it would be better if every single weapon/weapon type had their own animation like in Demon's Souls (PS3) and the same maybe for magic...
Another thing make the NPC's look around more (instead of staring at you all the time or staring at one place it makes them feel lifeless) and give them different body languages (I don't know if its just me but when I play Oblivion the NPC's would just sit like statues eating something, it looks weird :shrug:)
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Mark
 
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Post » Tue Feb 01, 2011 12:09 am

I would like to see skill animations like enchanting or potion making.
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Nauty
 
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Post » Tue Feb 01, 2011 9:19 am

Not to put too fine a point on it, but seems like humans are white or black - North/Western European - i.e. Nords or Bretons, etc. or Mid/Southern African - i.e. Redguards.

Is there any undexplored part of Tamriel left that could somehow edge in other ethnicities? A recently discovered "Asian" human world in lower Elseweyr? What about Summerset Isle or some newly discovered continent off High Rock? Or, an enslaved rarely seen race in the bogs of the Black Marsh? Any of these could bring in their own brand of magic...

I don't think we've established that you can sail from High Rock to Morrowind, or have we?
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Chris BEvan
 
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Post » Tue Feb 01, 2011 12:06 am

Adding the ability to render all of the actual LOD at once in the CS would be lovely. :stare:
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Nicole M
 
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Post » Tue Feb 01, 2011 3:13 am

Dear Bethesda; please please please bring back 2 pauldrons and 2 gauntlets, and not merged items. That is all.
~Me
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Kay O'Hara
 
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Post » Tue Feb 01, 2011 7:44 am

They should rename the races as such:\

Bosmer - Lolly Pop Elves
Altmer - Jolly Mountain Elves
Orcs - Orcs
Dunmer - Chocolate Elves
Imperials - Humans
Argonians - Raptor-humans
Khajits - Fluff Munchkins
Nords - Vikings
Bretons - Manx

Their fanbase would go way up.



Bosmer -

Altmer -

Orcs -

Dunmer -
Imperials - Jelly Bean Flavors

Argonians -

Khajits -

Nords -

Bretons -
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Nicole Elocin
 
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Post » Tue Feb 01, 2011 11:03 am

I'm not sure I already mentioned this but I hope they change Argonians and Khajiits. They should have a more beastly and animalistic look

Khajiits should look like lions, tigers, pumas, cougars, wildcats, cheetahs, jaguars, leopards etc...they should also have whiskers and bigger claws.

Argonians should look like lizards, crocodiles, komodo dragons (that would be awesome :P), iguanas etc...

Besides those two races I think all races should be more distinct. I don't want all Nords to be blue eyed and blond obviously but I think that if you see an NPC you should instantly be able to say what race he is.
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NeverStopThe
 
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Post » Tue Feb 01, 2011 2:14 am

Speaking of defined races, I'd love for Bretons to more resemble their Oblivion art. Like http://www.elderscrolls.com/images/codex/races/breton.gif. I really think it emphasizes their Merish anscestory, and defines them from everyone else.
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CORY
 
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Post » Tue Feb 01, 2011 11:59 am

They should rename the races as such:\

Bosmer - Lolly Pop Elves
Altmer - Jolly Mountain Elves
Orcs - Orcs
Dunmer - Chocolate Elves
Imperials - Humans
Argonians - Raptor-humans
Khajits - Fluff Munchkins
Nords - Vikings
Bretons - Manx

Their fanbase would go way up.


Wait, what? I don't even-
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MR.BIGG
 
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Post » Tue Feb 01, 2011 12:44 pm

Speaking of defined races, I'd love for Bretons to more resemble their Oblivion art. Like http://www.elderscrolls.com/images/codex/races/breton.gif. I really think it emphasizes their Merish anscestory, and defines them from everyone else.


I've always wondered how they went from that to the lighter skinned Imperials we saw ingame. :sadvaultboy:
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Alberto Aguilera
 
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Post » Tue Feb 01, 2011 1:52 am

Something i allways thought was odd. You can fast travel into combat / near enemies. But u cant fast travel out of combat.


Think of it this way, your running through the forest to the fortress or w.e, you get there and theres some bandits, now you cant just go running away because they'll shoot u in the back so u gotta fight them or sneak away before you can resume your trip :P
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Jhenna lee Lizama
 
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Post » Tue Feb 01, 2011 1:44 am

Fast travel needs to be removed IMO, but me suggesting that is like beating a dead horse. Most gaming companies cater to the casuals who love everything handed to them on a silver platter, and having their hands held through quest and instant gratification.
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Amy Siebenhaar
 
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Post » Tue Feb 01, 2011 9:48 am

I think they already did that. there was a mages' guild quest with such an idea. AN ayleid ruin where youhad to shoot different spell at a clumn in the orrect order to get it to open, and you could only figure ouT which by reading the inscriptions and asking for translation.


You're right I totally forgot about that (which is saying something). What I meant to say is I want the dungeons to have the feeling of the zelda dungeons to some extent (not as kiddy). Instead of there being 200+ generic dungeons, maybe make 40 really big and unique dungeons with different flavors and themes. I want to feel as if I'm trying to figure out some ancient genius's cleverly devised puzzles and booby traps that he set up to guard his lost secrets. right now there really is no reason to go into dungeons besides to kill things. If you put specific items that you had to find to get to the lower levels to find the loot, it could spice things up.
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Daniel Lozano
 
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Post » Tue Feb 01, 2011 3:07 pm

Fast travel needs to be removed IMO, but me suggesting that is like beating a dead horse. Most gaming companies cater to the casuals who love everything handed to them on a silver platter, and having their hands held through quest and instant gratification.


Yes it is beating a dead horse so stop it already. jesus christ. and sometimes a little instant gratification isnt always a bad thing. i wouldnt be playing a GAME if i wanted to be frustrated at every turn, i use it to lighten up my life not to impose more frustration into it. that being said there is a thing as too much instant gratification.
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Jade MacSpade
 
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Post » Tue Feb 01, 2011 3:03 pm

I Would love to see creating your own town again like they did in Morrowind but having it more customised where you can customise more of what you want Ie: Architecture, City town Plantation ect... and choosing out of a few location aswell with what buildings to include. Where your town can get a reputation for poverty, upperclass, middle class, trading dodgy, depending on how well your doing as a duke/dutchess queen ect where you can petition to get a mages guild fighters guild ect... It would be good also if the world didn't just stay the same where new places for exploring popped up (towns and *random events* like say a summer celebration, wedding attacks on the town by leigons wars ect)

More Character customisation so that you can really choose the type of body and picking how much upper muscle they have or if they are anorexic also and Ingame customisation like Hair Makeup changing so that I can choose to change my characters look from time to time.
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Sammygirl
 
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Post » Tue Feb 01, 2011 3:21 pm

Well just going to throw in some general "hopes" here:

1: It's very likely they'll stick with gamebryo, but I really hope they do something for smoother transitioning, no more walled off cities and hopefully at least fewer loading times when entering houses. Entering caves that don't have a door in front of them would be neat too.

2: I hope they will put more effort and also mechanics into environmental design. Oblivion was way to smooth, something I like to call "melted cheese land" because, well, it mainly looks like you just melted a lot of cheese all over it. More rough corners, more sudden steep drops, sharp cliffs, overhangs, cavities that go sideways into the environment...
Also connected with that I'd love to see a possibility to have a "finer grid" for environmental design, in Oblivion it was what, 1x1 meter squares at the finest? That's ok for rough environmental design but for some details, like actual furrows in fields, or when you make a serpentine path, a finer grid would be nice.

3: Speaking of the serpentine paths, please don't just PAINT the paths on the landscape and say it's done, the roads in Oblivion looked horribly unrealistic. Well used paths smooth out over time, they don't curve, bend and twist everywhere, and those where stone paths, even more a reason why they should be somewhat more even.
A lot of this was fixed with "Unique landscapes" which did some AWESOME things with the construction set and a little tinkering. My suggestion, find those modders and offer them a landscaping design job for your games.

4: Landscapes that can actually change during the game would be neat. As mentioned with the furrows on fields above, something like that maybe, the ground sometimes looking smoother and sometimes a bit more rough. Or maybe bigger events like landslides, a rock face breaking lose and such.

5: The beast races... my BIG plea, please, make them more like in Morrowind again, actually looking animalistic, having a choice of unique body types and better faces. With the suggestions to regroup the races into species groups Man, Mer, Argonian and Khajiit, each with the existing races as sub-race and giving argonians and Khajiit at least 3 sub races having a more animal like skeleton type would pay off as it wouldn't just be for 2 races but possibly for up to 6 or more.

6: PLEASE, don't play "BIG SECRET" with them again... honestly, nobody will trust you with the "we want to keep the best for last" anymore...

7: Please actually make a different interface for PC and consoles, the interface in Oblivion was way too clunky. Best have a modifiable interface again, like in MORROWIND, you did it there so why not again? Take a look at all the mods that came out for Oblivion that where to make a more optional and modable interface, the setup could easily take up a spot in the options.


Well those are all for now, but be sure I got more. :lightbulb:
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Pants
 
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Post » Tue Feb 01, 2011 1:28 pm

You're right I totally forgot about that (which is saying something). What I meant to say is I want the dungeons to have the feeling of the zelda dungeons to some extent (not as kiddy). Instead of there being 200+ generic dungeons, maybe make 40 really big and unique dungeons with different flavors and themes. I want to feel as if I'm trying to figure out some ancient genius's cleverly devised puzzles and booby traps that he set up to guard his lost secrets. right now there really is no reason to go into dungeons besides to kill things. If you put specific items that you had to find to get to the lower levels to find the loot, it could spice things up.



Very true. One or two out of two hundred is not a good track record. I must say they did a wonderful job on the traps though, and I hope they make a reappearance in the next game.
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naana
 
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Post » Tue Feb 01, 2011 3:05 pm

Yeah traps would svck for a Hard Core mode tho. e.g. You're creeping through a ruin and *shluck* sumthing slices your head off. Game Over.
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Minako
 
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Post » Tue Feb 01, 2011 12:53 am

Yeah traps would svck for a Hard Core mode tho. e.g. You're creeping through a ruin and *shluck* sumthing slices your head off. Game Over.


Is that really a reason to take out traps though? I mean so much can be done to address this issue. Instead of all your health being taken off, maybe only half each time you're hit, giving you a chance to escape. And really, just about anything else in the world can spell your doom in hardcoe mode anyway. A mudcrab could probably kill you in hardcoe. What's one more gruesome death?
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Lloyd Muldowney
 
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Post » Tue Feb 01, 2011 10:00 am

No, keep traps, traps are good. Im just saying thats where Hard Core Mode wall fall flat on its face.. on to a large spike.
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BethanyRhain
 
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Post » Tue Feb 01, 2011 6:30 am

I didn't really get the fortresses. Why would there be like 85 fortresses (all of which look identical) just scattered out through all parts of Cyrodil?
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Cheville Thompson
 
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Post » Tue Feb 01, 2011 12:42 pm

I didn't really get the fortresses. Why would there be like 85 fortresses (all of which look identical) just scattered out through all parts of Cyrodil?


i think the explanation is that they were sort of outposts for when humans were trying to take the heartland from the high elves. it explains why they're all over cyrodiil, and it explains why their in ruins now.
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Jessie Butterfield
 
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Post » Tue Feb 01, 2011 9:29 am

Fast travel needs to be removed IMO, but me suggesting that is like beating a dead horse. Most gaming companies cater to the casuals who love everything handed to them on a silver platter, and having their hands held through quest and instant gratification.


I liked that there was no fast travel in morrowind,you used a spell if i remember right.
I'd prefer not to have fast travel,but i agree it can be frustrating sometimes & fun other times.
What about when you want to fast travel..say you want to go to the imperial city from bruma...say you had a random encounter,like your travel was interupted....or if it was a long didtance the game said you can only travel so far,because you need to eat or sleep etc..your too weak to travel that far....or it could be based on your endurance/fatigue etc.
There could be ways around it,maybe have teleport stones...i dont know..maybe it could be met half way...or maybe have it as a toggleabe option.

I would also like them to keep traps in,that was great..even if they did hardcoe& traps...i would love that....i would like to be able to set & make traps of my own too.
I also think we should have more combat moves..when we got to journeyman for acrobatics we could dodge/roll..enemies should be able to do that too.
Also as i've said before..we should be able to choose the height of our character,no matter which race we are ( within reason of course )
And i like the idea of mixed races or having mixed parents,great idea :)
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matt oneil
 
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Post » Tue Feb 01, 2011 2:26 am

I liked that there was no fast travel in morrowind,you used a spell if i remember right.


Yeah, you used a spell, but it was very limited in where it took you. You had divine intervention, which took you to the closest imperial cult temple, almsivi intervention, which took you to the nearest almsivi templ, and the mark and recall spell, which took you to wherever you had placed the spell marker. In a game like oblivion, where you had to sit through considerable loading times to get to your destinations, i felt that the fast travel system was a great boon to the player. Still, I was trying to come up with a better system and I came up with this:

A teleport spell which instantaneously transported you to a known location, at the cost of magicka. A new, improved teleport spell, so to speak, which can telpeort you anywhere on the map where you've already been. Basically the same as the current fast travel system, but with a cost attached. The cost would be the distance traveled. But then I thought, mages would have a distinct advantage in this field, leaving warriors and thieves who wanted to travel at a loss. So I don't know the feasibility of such a system. This problem is likely why they didn't make fast travel a castable spell.

I actually don't mind the fast travel system, but I think the rule that you must visit a place before you can fast travel to it should apply to cities as well. While adding all cities as fast travel spots made the entire map accessible at the beginning of the game, it also added to my certainty that no one part of the map would be any different from the others. When the entire map is instantly accessible from the start of the game, you just know it's all going to be the same. I quite liked that about morrowind. I looked at the map and saw the telvanni cities and went, "cor, i'd like to visit that one day once i've saved enough money." I had no virtually curiosity for leyawiin, skingrad, and anvil once i'd seen that bruma, cheydinhaal and chorrol followed virtually the same architectural features. Hmm. this seems to have turned more into a rant about the samey ness of the cities rather than the problems with the fast travel system...
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Horror- Puppe
 
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