TES V Ideas and Suggestions # 178

Post » Mon Jan 31, 2011 12:49 pm

Welcome to TES V Ideas and Suggestions # 178

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/
http://www.gamesas.com/index.php?/topic/1112872-tes-v-ideas-and-suggestions-177/
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Verity Hurding
 
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Post » Mon Jan 31, 2011 3:10 am

I guess a soul technically could linger around enough (how else are ghosts there?), but how could you go back to being a normal person? You'd be in a rotting body forever, and Necromancers need to maintain their zombies because after a while they get all... broken apart. The soul is also supposed to leave the body when you die, which is how soul trapping works. It traps the soul as it tries to ascend to Aetherius, unless the soul has a method of staying. I think ghosts just linger around if they have something on Earth that needs to be settled, zombies are a soulless corpse.

Without playing Oblivion, could you tell me how Mehrunes Dagon could open portals to Oblivion in Nirn? I'm assuming they could easily create some new lore. Perhaps you could actually posses someone, and use them to get your body back, somehow?
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celebrity
 
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Post » Mon Jan 31, 2011 4:15 am

I was reading about Coldharbour, the realm of Molag Bal, and how it is supposedly a horrific parallel of Nirn, and it got me thinking, we've had an expansion for Oblivion where you can venture to the Shivering Isles, so how about an expansion for TES: V, where you can venture into Coldharbour? It would probably be more linear than a regular TES game (why i think it should be an expansion) but it would give a great chance for a really terrifying and vivid set of quests to try and escape. It could also give a chance to return to some older areas from previous games. Vivec with bodies hanging from the tops of the cantons, slave pens lined up and horrible creatures roaming with blood red water. Mmmmm...
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Niisha
 
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Post » Mon Jan 31, 2011 1:26 pm

Without playing Oblivion, could you tell me how Mehrunes Dagon could open portals to Oblivion in Nirn? I'm assuming they could easily create some new lore. Perhaps you could actually posses someone, and use them to get your body back, somehow?

Spoiler
Mehrunes Dagon could open portals from Oblivion to Nirn due to a loop-hole. From what I remember when the Emperor was murdered, the Dragonfires went out. The Dragonfires were able to keep Mehrunes outta Nirn for a while.
"...So long as you and your descendants shall wear the Amulet of Kings, then shall this Dragonfire burn -- an eternal flame -- as a sign to all men and gods of our faithfulness."
As it turns out, the Dragonfires were kinda-sorta a Daedra firewall too (has to do with a deal Alessia made). After Akatosh killed Dagon, he made sure the gates couldn't be opened again... or so they thought. And thus brings us to The Infernal City. :shrug:


Aetherius is a different realm than Oblivion, it's the realm of Magic and the location of the Dreamsleeve. Which "recycles souls". There are tons of entrances to Aetherius that are unreachable without being a spirit that's headed in that direction. (Stars & Sun)

If you had the will to stay somehow, you could probably stay. Ghosts that you can talk to in-game suggest that, and Thamriel of the Imperial City may or may not hear spirits talking (She's a Bosmer, chances are bleak). As a spirit, there's a chance you could possess somebody, as the sword(and spirit) Umbra does to people, but that takes time to gain influence over them and he only implements thoughts into them, as shown by the Bosmer who changed her name to Umbra in Oblivion. She changed, but she wasn't entirely changed.

That would be a funny game, putting thoughts and words into people's heads to make them do things.
"Go forward!"

"But... but I really need to get my laundry done!"

"I SAID GO FORWARD!"

"Yes, Voice in my head! Right away"
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WTW
 
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Post » Mon Jan 31, 2011 7:55 pm

After Akatosh killed Dagon, he made sure the gates couldn't be opened again... or so they thought. And thus brings us to The Infernal City.

I beleive the deal with the Infernal City is the same as with Shivering Ilses. It and of itself is no threat.
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Eoh
 
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Post » Mon Jan 31, 2011 4:23 am

I believe the deal with the Infernal City is the same as with Shivering Ilses. It and of itself is no threat.

Spoiler
It still exists in its own realm, which is why people can't go out of it. It's a "bubble" of Clavicus Vile's realm that Umbra created to escape, and there's still the rule that nothing from a Daedric realm can go into Mundus.

White Gold Tower is the big "No Daedric Realms!" thing in Infernal City. They want to "pop the bubble" so then the city can land somewhere. I have to re-read that book.

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Laura Hicks
 
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Post » Mon Jan 31, 2011 5:56 am

Spoiler
It still exists in its own realm, which is why people can't go out of it. It's a "bubble" of Clavicus Vile's realm that Umbra created to escape, and there's still the rule that nothing from a Daedric realm can go into Mundus.

White Gold Tower is the big "No Daedric Realms!" thing in Infernal City. They want to "pop the bubble" so then the city can land somewhere. I have to re-read that book.


You're right. I meant the [created with soap] was no threat. Besides there were those [certain living things] that took on a [floats in the sky] form when they left the [created with soap].
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Project
 
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Post » Mon Jan 31, 2011 5:10 am

You're right. I meant the [created with soap] was no threat. Besides there were those [certain living things] that took on a [floats in the sky] form when they left the [created with soap].

Spoiler
Well, now Annaig and Glim do to for some reason. Hopefully the next book will clear that up.

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Taylah Illies
 
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Post » Mon Jan 31, 2011 7:52 am

Spoiler
Well, now Annaig and Glim do to for some reason. Hopefully the next book will clear that up.


Spoiler
They carry a little mundus bubble around them.

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Kayleigh Williams
 
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Post » Mon Jan 31, 2011 11:28 am

Spoiler
They carry a little mundus bubble around them.


:blink:

So... why can't they...
Spoiler
leave Umbriel?

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Alexander Horton
 
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Post » Mon Jan 31, 2011 4:59 am

:blink:

So... why can't they...
Spoiler
leave Umbriel?


Spoiler
Long drop to the ground. I'm pretty sure she is trying to make another flying potion as well.

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Taylor Tifany
 
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Post » Mon Jan 31, 2011 7:06 pm

Spoiler
Long drop to the ground. I'm pretty sure she is trying to make another flying potion as well.


Ah, you didn't get to the end of the book...
Spoiler
Anna?g, working in Toel's kitchen on Umbriel, received a bucket of ingredients from a skraw that contained her locket, and inside it a message from Glim. She responded to Glim’s note and they met the following midnight, at the dock. They consumed flying potions Anna?g had made, and begin to fly away from Umbriel, only to find that they had become like the other residents of the city; if they traveled too far from Umbriel, they began to lose their substance.

It's more detailed in the book, I just copied and pasted from http://www.uesp.net/wiki/Lore:The_Infernal_City/Plot_Summary.


Anyway, we've gone way off track with ideas and suggestions. :blink:
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Bones47
 
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Post » Mon Jan 31, 2011 9:42 am

Anyway, we've gone way off track with ideas and suggestions. :blink:

Right. I haven't read it in a while, I want to wait for the sequel to come out before I suffer another cliffhanger.
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Rude_Bitch_420
 
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Post » Mon Jan 31, 2011 7:26 am

Any detailed ideas on a crafting system?



Edit: So I don't take up another post. What about a way to customize your social satus in the game at the beginning, by a little bit to add a bones to skills and maybe to how much people like you? If your a noble nobles would like you more, if your lower class the lower class would like you more, same for any other classes with other classes under lower, middle, upper, and noble. I think I would like that alot especially if it gave a beginning quest with the tutorial maybe for roleplay too?
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Facebook me
 
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Post » Mon Jan 31, 2011 6:01 pm

Any detailed ideas on a crafting system?

I made http://www.gamesas.com/index.php?/topic/1112272-non-combat-skills/ once.
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Mason Nevitt
 
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Post » Mon Jan 31, 2011 10:09 pm

Any detailed ideas on a crafting system?

Well, they already started one in Fallout 3 with crafting weapons.

The others would be relatively easy. You can already make potions.

As for materials:

they already have tons of yarn and cloth laying around for clothes, there's metals you can harvest in mines for weapons/armor, plenty of wood for staffs.. (staves... staffves?), paper for scrolls, cooking pots for food, etc.

All you really need is an activator to make you go into the crafting menu. Scripts are cake. All you'd need to do is have a script that makes it so you click through the menus to see what you want, and then once you decide a script handles it
blah... blah... blah...if player.getitemcount (required material code here) (whatever amount of items you need to take)     player.removeitem (required material code here) (whatever amount of items you need to take)     player.additem (whatever you want the made item to be) (whatever amount of items you want to give them)else     Messagebox "You don't have enough _____ shtuff to make this item."endifblah... blah... blah...


It's really simple (anybody could have done that, if they spent a day learning scripting.), I think they expected modders to do it. (somebody probably has). However console users can't use mods, which is sad. :(

I suggest Bethesda puts in crafting, but they had a crafting system in Fallout 3, so I guess we need not be worried.




Fishing and Music would require entirely new systems (which would be fun, by the way), but crafting and cooking is just a simple thing that I don't know why they didn't add besides that it consumed time.
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CArlos BArrera
 
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Post » Mon Jan 31, 2011 8:57 am


I suggest Bethesda puts in crafting, but they had a crafting system in Fallout 3, so I guess we need not be worried.



Hallelujah that is good I think, I just hope it will be good.
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Kristian Perez
 
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Post » Mon Jan 31, 2011 9:00 am

Hallelujah that is good I think I just hope it will be good.

I was gonna say you rhymed, but you would have rhymed "good" with "good". :P

Anyway, there are many things that have been improved upon since Fallout 3 came around, I'm actually curious as to what they'll add to TES:V, since so many things were fixed with Fallout 3.
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мistrєss
 
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Post » Mon Jan 31, 2011 11:34 am

The way your saying it I hope it is as good as it sounds. Or I may have a suden uncontrollable case of the sobs. :cry:
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Madeleine Rose Walsh
 
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Post » Mon Jan 31, 2011 1:58 pm

The way your saying it I hope it is as good as it sounds. I may have a suden uncontrollable case of the sobs. :cry:

Well, not everything is fixed, it's not like Fallout 3 is a gift to solve all problems. But Todd said something about 2010 being about content. So they've been working on content for a while and not trying to figure out how to keep every old lady looking for a snack from turning into a homicidal maniac.
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Angela
 
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Post » Mon Jan 31, 2011 9:56 pm

Well, not everything is fixed, it's not like Fallout 3 is a gift to solve all problems. But Todd said something about 2010 being about content. So they've been working on content for a while and not trying to figure out how to keep every old lady looking for a snack from turning into a homicidal maniac.



Rofl ...........sniff that was funny....................I'm beter now
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Harry Hearing
 
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Post » Mon Jan 31, 2011 4:12 pm

Rofl ...........sniff that was funny....................I'm beter now

:blink:

Righty then.

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Samantha hulme
 
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Post » Mon Jan 31, 2011 7:09 pm

Better Night Eye. If I say it enough times, it will come true.

Really, the only thing I want in TES:V is a Night Eye that isn't blue. I would go for red, yellow, green, anything but blue.

Also, make Character Creation more accessible. If I want a black Khajiit, I shouldn't have to struggle with the controls for minutes 'pon minutes. I would just like a default choice of colors, like how there is a default choice of hair/age and whatnot.

Or at least make the sliders less annoying.
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Beth Belcher
 
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Post » Mon Jan 31, 2011 11:32 am

Really, the only thing I want in TES:V is a Night Eye that isn't blue. I would go for red, yellow, green, anything but blue.\

Here's what I was thinking: You enter a pitch-black cave. You cast your night eye spell, and instead of any colors at all, all the dark just goes away. It would be as if you cast an infinite-range light spell that only you can see. Plus it would only kick in in the dark, that way you can keep wearing that ring without the night eye ruining it all.
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Dan Endacott
 
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Post » Mon Jan 31, 2011 3:43 pm

Yeah Id love a cooking system. It could work exactly like alchemy. You go to a stove, pick your ingredients, and your character cooks it on the stove/oven. That would go well with my fishing idea.

"that'd go well with some potatos.. and those little onions.. mmm"
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Adrian Morales
 
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