TES V Ideas and Suggestions #179

Post » Fri Feb 18, 2011 8:02 pm

Directional magic would be cool, my only problem with it would be i would shoot a spell at one guy and immediately turn to the next to fire one off at him so the first one would probably miss :P

Could just be a new type of magic. :D

  • "Target"
  • "Touch"
  • "Self"
  • "Controlled"

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kevin ball
 
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Post » Sat Feb 19, 2011 8:46 am

Could just be a new type of magic. :D

  • "Target"
  • "Touch"
  • "Self"
  • "Controlled"



Oh i know, but i'd probably make them all controlled just so i dont have to make 2 spells :P
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Jack Walker
 
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Post » Fri Feb 18, 2011 8:45 pm

Oh i know, but i'd probably make them all controlled just so i dont have to make 2 spells :P

Type on impact (like a 30-foot radius) should be part of the spell. Method of delivery should be something you can choose on the fly.
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daniel royle
 
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Post » Sat Feb 19, 2011 5:15 am

Type on impact (like a 30-foot radius) should be part of the spell. Method of delivery should be something you can choose on the fly.

Ooooh, very true. That'd be nice.
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BrEezy Baby
 
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Post » Sat Feb 19, 2011 4:37 am

Hello everyone,

I know its been mentioned but I would love to see more voice actors in the game (nobody famous). If 90% of the NPC's had different voice actors it would be simply amazing.

A much, much longer main storyline would be great, and with a lot more diversity.

I would like to see a change made to the character creation step of the game. It should be made a lot more simple but have much more diversity. (I meant in terms of how your character looks, skin tone etc..)

As mentioned on the first page I would love to feel like I am looking through the eyes of my character, not just a floating camera. I think scrapping 3rd person all together is a great idea and just keep the vanity mode where you can pan around your character in 3rd person to see armor or whatever.

One of the things that really bugged me about Oblivion was the loading screens to go into cities. The open towns of morrowind were AMAZING. Much, much, MUCH more immersion and a hell of a lot better.

Fast travel needs to get booted and be replaced with morrowind style fast travel.

I would like to see the inventory changed around a bit. I think it would be cool to add things like "pouches" or "bags". Instead of encumbrance being directly related to strength your inventory should start out small and you can add bagslots (which could possibly be viewed on your character).

This is not really a must have but I would love to see areas with denser forests, with huge skyscraqer trees that block out the sun.

The biggest change I would like to see would have regards to scaling. Scaling was HORRIBLE. It takes away the feeling of progression, after all what is the point of progressing your skills if everything scales with you? It is the same with weapon and armor drops, they don't need to scale with level, thats stupid. Bring back morrowind style of progression with a few tweaks please.


A much bigger map would be amazing, Oblivion wasn't small but I would have loved to have seen it bigger.

It would be cool to have a realistic feature or "hardcoe mode" like in many of the fallout addons. Such as having to eat/drink/sleep regularly or you die, taking more damage, doing less damage etc etc...

I think that the way magic was used in Oblivion needs to be changed, I'm not exactly sure how but it felt too easy.





Overall I would like to see oblivion be slightly more difficult, a lot more immersion, much better AI with more voice actors, longer main storyline and a slightly better combat system.


Hope to god you guys at the least release some information soon its starting to make me sad.
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JAY
 
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Post » Sat Feb 19, 2011 6:49 am

On the magic I had the thought that you can dynamically vary your spells possibly similar to how different weapon moves are controlled and maybe how you execute it (holding a button, clicking several times etc.)
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Shae Munro
 
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Post » Fri Feb 18, 2011 10:49 pm

Yeah I had that idea ages ago for making combos of attacks or spells, without having to pause the game every time to choose a differnet spell.
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Dalley hussain
 
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Post » Sat Feb 19, 2011 9:17 am

Yeah I had that idea ages ago for making combos of attacks or spells, without having to pause the game every time to choose a differnet spell.

As said it could be similar to armed combat, there I had an idea that there are 3 different stances, offensive (moving forward), normal (keeping position) and defensive (moving back) that vary your fighting and defending style. In offensive you perform harsher attacks, in defensive your character parries more (blocking would be manual, parrying automatic).

Something similar for magic would be on the example on fire spells, moving forward you throw fireballs, holding your spot and holding the button you create a stream of flames like a flamethrower and moving back you make bursts of fire shoot across in front of you that make a advancing opponent back up.
It could be toggleable that you can set a spell to solid, meaning it only performs the action you want it to do, like setting it to fireball only throws fireballs, set it to flamethrower only shoots a stream of flames, and the variable version that changes how a spell behaves depending on interaction.
Another variant of that could be that different moves cast different spells, advancing forward throws fire, retreating casts electric bolts.

Also an idea was that magic and combat can be combined by applying a spell to your hands, feet and movements. Here you could too build up an arsenal of spells that come up with different moves, punches with electrified fists, kicks that pull trails of fire or form a shield of icy spikes when defending.
Plus that, combined with locational damage, could create the ultimate devastating attack, the FLAMING CROTCH KICK OF DOOM :shocking: .
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-__^
 
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Post » Sat Feb 19, 2011 8:31 am

FLAMING CROTCH KICK OF DOOM


Angels sang out in emaculate chorus, And down from the heavens decended Chuck Norris, who delivered a kick that could shatter bones, into the crotch of indiana jones, who fell over on the ground writhing in pain, as batman turned back into bruce wayne. But Chuck saw through his clever disguise, and crushed batmans head, inbetween his thighs.
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Amy Siebenhaar
 
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Post » Sat Feb 19, 2011 8:30 am

Alteration spells that alter your appearence temporarily, but to prevent thieves abusing it by committing crimes with a disguise so they dont get a bounty the spells should be hard to obtain, maybe a high level quest to get it.

Speaking of spells being for high level quests, I think that that'd be a lot more interesting than just getting a spell by buying it.

I mean the "Raise Undead" spell you could get through SI is exactly the kind-of thing that you should be able to get for certain spells. Getting a special spell that does a special thing through special means. :D

But anyway, if you wanted to change your appearance without morphing your entire body (and therefore wasting magicka), you could easily make it illusion. Illusion is about changing the way someone/something perceives another thing without actually changing anything physical about it. If you have a paralyze spell on you, you perceive that you can't move even though nothing about you has changed. Invisibility is sort-of like an "altering appearance" spell, you make people perceive you aren't there. It'd be cool if there were "Disguise" spells.

  • "Bandit Disguise"
  • "Necromancer Disguise"
  • "Conjurer Disguise"
  • "Guard Disguise"
  • "Civilian Disguise"

As well as a "Disguise As Other" where you could target a person that you wanted to transform into and then run someplace else and then do "Disguise as Other", so then you could look like the person and you'd automatically be in all of their factions. The big catch would be if they see you, then your cover would be blown. People who aren't enemies would demand you stop the spell immediately, say something like "very funny", or freak out. While enemies would attack as soon as they saw their doppelganger. If you're trespassing, and the spell wears off (or you're found out), people will fine you. Same thing if you're stealing something of "yours" and your cover gets blown.

Copying somebody wouldn't be a huge offense, so nobody would be freaking out and ordering you for a death sentence, but you'd be asked to go to jail, more likely than not.
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Dewayne Quattlebaum
 
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Post » Fri Feb 18, 2011 8:12 pm

While I think they're waiting for the second book to come out before TES5 does, and that it will have a lot to do with what happens with the floating city, how many people would be excited if they saw Umbriel on the box of TES5? Would anyone like to visit a new city with new people, races etc? or would you prefer the classic style of the previous games?
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SamanthaLove
 
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Post » Sat Feb 19, 2011 12:17 am

Ok so after seeing that the spell thread is dying I just had to make the nerdiest most awesome spell thread of all time, it will be detailed and in my view if implemented into the new ES 5 game will make magic a fun and amazing choice to have.
So basically I will explain what I had in mind. Once upon a time there was a lame and uninteresting spell system which Bethesda used in Morrowind and oblivion, this spell system had 3 types of magic, damage, and healing and summoning and they come in 3 forms "Balls" and touch and self, LAMEEEEEEE.

What I want to see, NO, what all of us want to see is this:
I spent a lot of time on this cause the nerd energy was strong in me and I almost had an aneurism cause I could not show it to anyone, so here we go:

I will start with the school of destruction:
In this school we usually had fire that did not burn (unless u make it over time :P) ice that does not freeze, lightning that does not stun, and magic that does very much the same as the elemental spells, what I propose is to keep the schools of magic in ES 5, BUT to greatly change and enhance the core of these skills.

So u chose the school of destruction yay, but this time instead of "buying" spells u will start out with only a few low level spells, let me warn u that I have not properly placed every spell in the proper level/place cause frankly that requires me to know the game, which may or may not even exist, so this is a list, for fun, so feel free to add, hate, love what's in it.
The school of destruction will open up 4 sub trees of spells and special abilities which are:

1- Fire
2- Ice
3- Lightning
4- Entropy

Each one of these schools has special spells and abilities that will blow ur mind (in game too hehe). At first u will get one spell from each school if u start as novice, then as u level up u gain the ability to have more spells, and your existing spells will LEVEL UP AS U USE THEM MORE, not as u buy/make new ones, buying spells is lame unbalanced and boring.

So let's start with good old fire:

1- Fire Ball: an AOE (Area of effect) magic attack that has a chance to knock enemies about as it hits, as you gain higher levels in fire ball you will gain the ability to guide the projectile by holding down the mouse bottom as it flies, and of course it will gain more damage and cost a little more mana to use.
2- Fire Blast: an AOE fire explosion that radiates from the caster, it will knock enemies around u and burn them with a DOT (damage over time) for a while, higher levels will increase AOE radius and damage and mana cost of course.
3- Greater Fire Ball: A chargeable version of the fire ball it does the same thing, but it cannot be guided, and can be charged for extreme damage before releasing it.
4- Inferno: A deadly torrent of flame that shots out of the caster's hands, it will keep coming until caster stops or mana runs out.
5- Fire Wall: A wall of flame that appears in front of the caster, which prevents enemies from crossing due to the extreme high fire damage, good for blocking narrow caves or when wanting to escape.
6- Rain of Fire: The caster targets an area with his mouse and casts a fire spell that bombards the area with fire, doing massive damage and DOT damage as well.
7- Ignite (Passive ability): when u gain this power all your fire spells will have a better and longer DOT (damage over time) as they burn enemies alive.
8- Intensity (Passive ability): Increase the enemy's weakness to your fire magic.
9- Fire Shield: create a fire shell that absorbs all fire damage until it depletes its max. absorption points, the points increases with level.

Now we move to ice:

1- Ice shards: the caster shots ice shared like a machine gun, the projectiles slow targets down, and damage them, higher levels increase both effects, and the caster has to stop casting or run out of mana to halt the deadly barrage.
2- Freeze: the caster freezes the target solid, and if the target gets kicked of a high place he will shatter and die, the spell can also be used to create an ice patch on the ground to make enemies slip on it and fall, very dangerous near high places, and stairs. Higher level increase freeze duration.
3- Blizzard: A large AOE damage targetable spell that belts the area with ice shards and hails and icy winds, slowing, freezing, and damaging enemies that are caught in it.
4- Ice Wall: a wall of ice appears in front of the caster protecting him from attacks and blocking narrow ways, until the barrier's time ends, or gets destroyed.
5- Frost Nova: an icy blast of ice that radiates from the caster and freezes all enemies around, allowing the caster to escape or maneuver better.
6- Ice Lance: an icy spear of death that damages enemies and does high damage to frozen targets.
7- Ice Shield: A shell of icy energy that absorbs frost damage until it is depleted.
8- Icy Heart (Passive): Increase the freezing and slowing time/effects of ur ice magic.
9- Frost Mind (Passive): Increase your enemy's weakness to your ice magic.

OK then lets continue...

Now to the Lightning spells:

1- Lightning Beam: A continuous beam of deadly lightning that turns enemies to ashes (if they die), stops only when caster stops casting or runs out of mana.
2- Lightning Ball: A chargeable ball of lightning with an AOE damage area that stuns targets on impact, more charge costs more mana but increase damage and stun duration.
3- Chain lightning: A lightning shot that bounces from one target to the next.
4- Lightning field: A shield of electric energy that surrounds the caster and damages all who dare come near.
5- Super Sky Blast: a spell that needs time to cast and affects a targeted area with a massive AOE super spell, which blinds, damages, and stuns enemies that are caught inside it.
6- Tempest: create a cloud of death over an area that rains lightning strikes on the targets below, (a low cloud, so u can use indoors too)
7- Lightning shield: a shell of energy that absorbs shock damage until its points are depleted.
8- Godly Blood (Passive): your lightning spells have a higher chance to stun victims, also makes you lightning spells a little less mana expensive.
9- Storm focus (Passive): your enemies will be weakened to ur lightning attacks (less resistance if they have any)

Entropy spells:

1- Siphon life: drains life gradually from enemy slowing his movement speed while he is affected ( caster can't do anything while casting Siphon spells, he must stand and channel it)
2- Siphon mana: drains mana from enemy, and slowing his movement down when he is under the spell effect.
3- Siphon Fatigue: Drains fatigue from enemy and slowing him down even more.
4- Damage life: directly cast a curse that destroys life energy over time, the spell has no projectile, its cast on target directly in front of the caster.
5- Cripple: cast a curse (again curses have no "projectile" they are target casts) that slows, and weaken enemy.
6- Poison Ball: a ball of deadly gas that creates a poison cloud upon impact, causing DOT damage, poisons have random bonus effects like (slow, blind, knockout, silence), and higher spell levels give more bonus effects together and higher damage.
7- Bone shards (Hexen2 spell for necro.): shot a barrage of sharp bone fragments that belt the target with fast physical damage.
8- Bone spike ball: shot a ball of spiked bones that explode like a frag. Grenade upon impact causing physical damage.
9- Magic Shell: create a barrier that absorbs all kinds of magic damage until points run out.
10- Poison cloud: A poison cloud radiates from the caster, damaging all targets around and slowing their movement down as they stay inside the area effect of the spell.
11- Potency (Passive): targets are weakened to your entropy magics.

Ok destruction is done on to Mysticism.
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Brad Johnson
 
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Post » Sat Feb 19, 2011 7:43 am

Vadagar, like I said in your thread that got locked, these are all really cool ideas, but it's not TES style. I really doubt this complexity of spells will be added into TES:V. Maybe a few of those, but more than likely not. It's more action/adventure style than TES style. Well, that's not saying much because Oblivion was an Action/adventure game instead of an RPG..but..yeah. Great ideas, just a little too flashy for TES methinks. Don't get me wrong, I'd love to use spells like these, but the probability of Bethesda using spells like this in a TES game is pretty slim. But that's just my opinion.
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Bonnie Clyde
 
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Post » Fri Feb 18, 2011 9:10 pm

well give them a chance we want ES 5 to be an improvement so they can't just reuse old systems, but like I said its a thought its perfectly ok to not like it :P

ok more..... just need to get this out so I can sleep well.

In Mysticism school you will get 2 sub trees which are Mind and spirit:

Mind:

1- Telekinesis: Not the lame old telekinesis, but the cool "move boulders and people" kind of telekinesis, your willpower and amount of mana will determine the heaviness if the objects you can "lift" and throw.
2- Telekinetic Blast: send all enemies surrounding u flying in the air.
3- Hold: imprison an enemy within an invisible box of pure mind power.
4- Mind assault: Burn enemy mana for damage.
5- Telekinetic shield: stops arrows.
6- Resistant mind (Passive): increase ur resistance to hostile curses.
7- Focus (Passive): enhances mana regeneration, slightly if mana is stunned (due to atronach sign)
8- Mind bender (Passive): telekinetic powers cost less mana to use.
9- Mystic (Passive): resist normal weapon damage slightly.

Spirit:

1- Magic missile: cast several homing energy missiles that hit the first target they encounter, higher levels increase damage, and number of missiles (missiles CAN pass through some obstacles like columns and doors but not thick walls or floors).
2- Teleport: Mark locations and then return to them using the ethereal plane.
3- Reflect magic: reflect all magic projectiles.
4- Absorb magic: absorbs an amount of magic damage and turn it to mana.
5- Detect life: you can see life forms though obstacles.
6- Detect magic items: you can see magic wares through obstacles, chests containing magical items will glow too.
7- Phase prison: make an enemy vanish from reality for a short time.
8- Levitate: fly for a short distance (not lame walk in air, FLOAT)

I guess these spells are more ES ish though :P

Now alteration :) give a sec to breath though hehe.
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Annika Marziniak
 
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Post » Sat Feb 19, 2011 5:34 am

A little side note on magic, specifically teleportation, how about it depends on your location and your destination. Teleporting from deep underground is harder than on the surface so it kinda depends how much matter is between you and your target destination. Your distance could matter as well.

So teleporting long distances and through a lot of matter could require more "energy" and it's harder to establish.


On the other hand there could also be "portal" spells that actually open a semi permanent connection between two points. Also directional teleporting would be nice where you can teleport into the direction you look at, would make it easier for a mage to climb something.
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Michael Russ
 
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Post » Fri Feb 18, 2011 6:57 pm

A little side note on magic, specifically teleportation, how about it depends on your location and your destination. Teleporting from deep underground is harder than on the surface so it kinda depends how much matter is between you and your target destination. Your distance could matter as well.

So teleporting long distances and through a lot of matter could require more "energy" and it's harder to establish.


On the other hand there could also be "portal" spells that actually open a semi permanent connection between two points. Also directional teleporting would be nice where you can teleport into the direction you look at, would make it easier for a mage to climb something.


very cool idea I love it, makes u plan better if ur a "weak" mage before going to a very far away place 10/10 mate.

OK
I have more my fingers hurt :P

Ok Alteration is straighter forward with nice stuff (mostly old spells enhanced):

1- Burden: now is a curse and is not a projectile, so u cast and it affects the enemy in front of u, gets better with every level (might start stopping low level enemies in their tracks)
2- Walk on water: does what it says, using it upgrades the time duration of the spell when skill levels up.
3- Breath underwater: same as walking on water, a self cast buff.
4- Slow fall: Bring it back please I liked that spell.
5- Feather: decrease your weight, level up increase duration like previous alteration spells.
6- Shield: cast a shield that acts as armor and absorbs physical damage.
7- Stone skin: makes caster immune to physical damage but he moves very slowly and CANNOT swim, or attack, he can only cast another spell.
8- Disintegrate armor and weapons: A very nice curse that should be moved to alteration tree, why? Because it make more sense, and alteration could use some damage spells.
9- Alter magic: cast when you see a magic projectile coming your way and it will turn into a harmless splash of water (a cool alteration counter spell)
10- Transparency: caster can pass through a wall or door (don't know how it might work depends on levels really)
11- Open locks: open locks by touch, improves with use and level up.
12- Salt: No not the Angelina movie, but like the angel's curse where you cast a spell that has high damage and if target dies he turns into a salt statue and disintegrate (think vampire death for human :P), just little damage dealer for the alteration lovers.
13- Water prison: caster creates a moving sphere of water that captures the first target it touches and holds him in a watery prison for a while, if target is weak he might drown before spell duration ends (it’s a CC spell crowd control).
14- Sun beam: turn air to light and illuminate the way OR burn vampires with deadly UVs.
15- Summon golem: summon a tough golem to fight for you, as the spell's level rises you will be able to summon tougher and tougher golems (clay golem, rock golem, iron golem ….etc) each with nice bonuses and disadvantages depending on material.
16- Alteration Master (Passive): your alteration spells cost less mana, and water breathing and walking become permanent buffs until canceled by caster.

Ok now illusion (almost same as alteration lots of old spells with new twists):

1- Blind: a curse that blinds target, skill increase duration.
2- Shroud of Darkness: a mass blind aura that blinds all enemies in a certain radius around caster.
3- Paralysis: Paralyze target, again like almost all spells leveling the spell/skill improves effects.
4- Silence: Curse that stops casters from using magic for a while.
5- Invisibility: become invisible.
6- Frenzy: A curse that makes target attack anyone near it.
7- Charm: Improves the NPC's disposition towards you.
8- Hypnotize: Control a target for a time.
9- Fear: A curse that makes target run away in fear.
10- Mass fear: an AOE fear that makes enemies around caster run in fear.
11- Disguise: take the image of the creature you aim at for a short time.
12- Create Illusion: create a real life replica of creatures you encounter on your adventures to deceive enemies, make them run or fight a useless battle.
13- Mirror image: instantly create 2 or more images (depends on skill/level) to confuse enemy.
14- Blur: makes you harder to hit in ranged attacks.
15- Illusionist (Passive): Increase the time of all illusion spells.

2 more skills to go.
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YO MAma
 
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Post » Sat Feb 19, 2011 2:15 am

1- Burden: now is a curse and is not a projectile, so u cast and it affects the enemy in front of u, gets better with every level (might start stopping low level enemies in their tracks)
2- Walk on water: does what it says, using it upgrades the time duration of the spell when skill levels up.
3- Breath underwater: same as walking on water, a self cast buff.
5- Feather: decrease your weight, level up increase duration like previous alteration spells.
6- Shield: cast a shield that acts as armor and absorbs physical damage.
11- Open locks: open locks by touch, improves with use and level up.
15- Summon golem: summon a tough golem to fight for you, as the spell's level rises you will be able to summon tougher and tougher golems (clay golem, rock golem, iron golem ….etc) each with nice bonuses and disadvantages depending on material.
3- Paralysis: Paralyze target, again like almost all spells leveling the spell/skill improves effects.
4- Silence: Curse that stops casters from using magic for a while.
5- Invisibility: become invisible.
6- Frenzy: A curse that makes target attack anyone near it.
7- Charm: Improves the NPC's disposition towards you.
8- Hypnotize: Control a target for a time.
9- Fear: A curse that makes target run away in fear.
10- Mass fear: an AOE fear that makes enemies around caster run in fear.

They've got all of these. :blink:

Like... you can't even enhance them.
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suzan
 
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Post » Sat Feb 19, 2011 6:08 am

Oh yea on mentioning "open" spell, I really don't like the "leveled" based architecture of that spell, I'd rather like to see it as a "process" spell.

Like you don't just cast it and bam, door unlocked. You have to old the spell on a lock, it pretty much "manipulates" it over time till it unlocks. More complicated locks are of course too complex to be easily opened by a beginner either because the mechanics are too complicated for the spell to work on the lock or it would require too much "magic" to open it than a beginner has.
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saxon
 
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Post » Fri Feb 18, 2011 5:35 pm

Dark Messiah had maybe the dumbest fighting system I know of. Sure, it seemed fun at start, with all the 'neat' effects. But neat effects get old fast, and that's all there is to fighting in that game. Kicking people down cliffs, kicking them on spikes, impaling them, crushing them, all that. It's like a Kurosawa fan was watching a basic Hollywood movie full of 'neat' katana-tricks. Not impressed! I was even annoyed by the ridiculously acrobatic fighting in The Witcher, while the game rocked.

I agree, backstabbing and knocking out should be more like in Thief series. Nonlethal combat should be in, and you should be able to avoid all killing if you wanted. By talking or knocking out your foes.

Weapons clinching, meh. Kicking, yes, as long as it's better done than in Dark Messiah. NPC going into ragdoll and then getting up again looks so damn stupid.
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Lauren Denman
 
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Post » Sat Feb 19, 2011 9:54 am

Make it so we can go EVERYWERE, I was annoyed with fall out 3 in that there were buildings we could walk up to but not go in. As someone who does animation that's kind of a cheap trick, it's very easy to make a box, boolean and slap a high res texture on it.
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GRAEME
 
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Post » Sat Feb 19, 2011 8:45 am

Oh yea on mentioning "open" spell, I really don't like the "leveled" based architecture of that spell, I'd rather like to see it as a "process" spell.

Like you don't just cast it and bam, door unlocked. You have to old the spell on a lock, it pretty much "manipulates" it over time till it unlocks. More complicated locks are of course too complex to be easily opened by a beginner either because the mechanics are too complicated for the spell to work on the lock or it would require too much "magic" to open it than a beginner has.



even better :)

and for Martut, I know they have those they are very good spells, BUT they have poor animation/effects and there are no passive abilities for them, or nice AOE's (not the 10 15 ft crap, I mean real AOE like that saves ur life id ur surrounded)
spells need to be more organized because in the older ES and especially OB I was so sick from the clutter in my spell book and I only needed like 6 or 8 spells really, others just sat there to make me sad :P, why not make nice balanced spell trees for each skill instead of the wild unorganized OP and some time UP spells, I don't want to limit the freedom the ES series gives, but sometimes, a bunch of random chaos "things" is not freedom its just a headache.
All i want is a nice rpg style spell/skill tree I can really sink my teeth into, and honestly how many of the ES spells did u use anyway, I know I used a few, I picked one high damage spell, one healing (played a mage) a good shield spell, and a summoning one, and that's about it, why use Ice blast if it just does damage like fire ball, whats the difference???

ok almost done with the last 2 trees give me a sec :P
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Sarah Unwin
 
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Post » Sat Feb 19, 2011 2:05 am

One of the best games for spellcraft that I've played was Betrayal at Krondor. Many different spells with different kinds of effects, animations etc. It would be nice if something like that could implemented in TES5. All of your spell ideas are great, but I doubt they'll implement them. I imagine TES5's spells will be the same if not less than TES4's with nicer graphics. Prove me wrong please.
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Fanny Rouyé
 
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Post » Fri Feb 18, 2011 5:35 pm

I would like to see the creation of a new skill, "NAVIGATION," which determines how well your compass works.

NAVIGATION as a skill:
1) Introduce maps and compasses as items
2) Low score in Navigation results in more random/jitter in the direction points. So you might follow your compass perfectly, but with a low score, end up miles from the right spot.
3) Things like the weather, night/day and fatigue may play a part in ability to navigate as well.
3) Low score in Navigation also results in a greater chance of "random encounters" while using fast travel.

MAPS and COMPASSES as items:
1) The world map is blank, and terrain features are filled in as the player explores.
2) Points on the map are placed by the player and by purchasing maps from retailers/traders (these maps can be wrong).
3) Points on the map which are placed in the wrong places can be moved by the player to the correct location, should s/he ever discover the true whereabouts.
4) Compasses and the quality of compass determine w/ the player's skill in Navigation, how accurate the quest markers and directional points are.
5) Fast Travel may occur for places the player has not yet explored, yet has gained knowledge of through NPC's and purchased maps. This kind of fast travel incurs a much higher rate of random encounters and getting lost (better Navigation skill lessens the odds).

I would also like to see a "TRACKING" skill as well.
1) Similar to the way that "Detect Life" creates an outline/aura around "living" creatures in the general area, TRACKING would create trails on the ground that record the movements of animals and creatures that had been in the area for ? time before the player's arrival. I'm thinking some kind of non-intrusive glow that doesn't become an eyesore however. And maybe use it as an activated ability instead of a passive skill.... I don't know. In my mind I'm thinking something along the lines of a compromise between the gold trail in Fable and Detect Life in Elder Scrolls.
2) Useful for rangers and quests involving hunting down bear skins, wolf pelts, etc.
3) Would probably create more strain on the game, having to keep track of even more variables over an even longer period of time (simulated of course). I'm assuming that a good TRACKER would be able to see the trail of a wolf that passed by hours ago, while a novice would have difficulty finding the trail of a troll right in front of his nose.

I am also willing to entertain the idea of combining TRACKING and NAVIGATION into a single skill called "NATURE" or "SURVIVAL." Which would also apply to things like animal handling, sleeping outdoors (and it's impact on random encounters while you wait/rest, and how much health you regain), cooking meat over campfires, foraging for food, etc...

Other Ideas:
1) Include the ability to enter building through windows.
2) Ability to break down locked doors and containers
3) Include ropes and more abilities involving scaling walls and climbing trees (acrobatics skill), climbing into a building via 2nd floor window, etc...
4) Separation of animal into categories that determine the probability when they spawn (diurnal vs nocturnal).
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Helen Quill
 
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Post » Fri Feb 18, 2011 7:11 pm

A few political parties with very distinct ideologies that either take place as guilds, or are part of the MQ would be nice.
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Ladymorphine
 
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Post » Fri Feb 18, 2011 5:54 pm

Dark Messiah had maybe the dumbest fighting system I know of. Sure, it seemed fun at start, with all the 'neat' effects. But neat effects get old fast, and that's all there is to fighting in that game. Kicking people down cliffs, kicking them on spikes, impaling them, crushing them, all that. It's like a Kurosawa fan was watching a basic Hollywood movie full of 'neat' katana-tricks. Not impressed! I was even annoyed by the ridiculously acrobatic fighting in The Witcher, while the game rocked.

I agree, backstabbing and knocking out should be more like in Thief series. Nonlethal combat should be in, and you should be able to avoid all killing if you wanted. By talking or knocking out your foes.

Weapons clinching, meh. Kicking, yes, as long as it's better done than in Dark Messiah. NPC going into ragdoll and then getting up again looks so damn stupid.


I totally agree that why I said like dark Messiah BUT improved.... greatly :P
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sas
 
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