TES V Ideas and Suggestions #179

Post » Sat Feb 19, 2011 9:52 am

19--DRAGONS!!! or at least one

As long as it's corrupt and I get to kill it, sure. I think they're supposed to be super-super-super rare, though.

29--bring back dwemer

Extinct. All but that one in Morrowind. Might set a trap for him...
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Greg Swan
 
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Post » Sat Feb 19, 2011 1:19 am

So hey, since the 179 threads insanity is almost over since they'll announce the game any month, what's the most delusional these threads have gotten? I haven't checked in a while, but back before The Lord of the Rings Online was released those guys had arguments over exactly how tall, to the foot, a Balrog was supposed to be. Did you guys do any better?
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LuCY sCoTT
 
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Post » Fri Feb 18, 2011 6:03 pm

I've made a few suggestions here and there throughout these threads, but I'd figure I'd take the time to write out everything I feel should be implemented, or changed, in TES:V from previous games. Saddle up, boys.

13: I want to be able to be the bad guy in the main quest. Sure, Tamriel needs saving, but at least let use choose whether we want to use our power as the champion of the game for good or evil.


This wouldn't really be logical for Elder Scrolls lore's sake. Too much choice in the Main Quest can mess the lore up, and I find lore to be the best thing about Elder Scrolls.
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Laura Mclean
 
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Post » Sat Feb 19, 2011 12:01 am

Random thought regarding that; what if you had to hold down the cast button for a few seconds to maintain the spell? Simple latches would be instant, but for more complex locks it would take longer. What you're doing is basically high-precision telekinesis, not just ripping the object open, so I imagine effort and skill with the magic involved is necessary. The larger the gap between skill and lock difficulty, the longer it takes, slowly draining magicka as you go. Periodically it will make failure checks that can potentially end the spell, also bases on skill and lock difficulty. There would be no clear line between can/can't open; if a lock is hard, it will take longer, with plenty of chances of failure, but you might get it the second time. Or waste your magic trying repeatedly.
That would be cool. It would also seem appropriate to just do away with an open spell and have it be a precise form of telekinesis. Opening a magically locked door would now require a dispel. The other facet of telekinesis would be the imprecise where you pick up things and throw them around.

In talking about Marks used in Daggerfall as pieces of clothing, it seemed to me that bringing these back as wearable identification of affiliation would be great. So each faction you join can give you a badge or something to identify you as one of theirs. Thieves or brotherhood probably have a hand sign or phrase instead.
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jessica breen
 
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Post » Sat Feb 19, 2011 6:13 am

This wouldn't really be logical for Elder Scrolls lore's sake. Too much choice in the Main Quest can mess the lore up, and I find lore to be the best thing about Elder Scrolls.


I disagree. If what happened in everyone's game had to be canon, we would get some very, very screwed up lore. If Bethesda can ignore the hero being a particular race, or belonging to certain guilds, or whatever, I think they can ignore everything else. Sure, the conclusion to a main game might be the biggest issue lore wise, but so what. The best part of a game like ES should be the gameplay, not the background story.

Besides, they pretty much gave up whatever rights they had for meaningful lore by letting an outside source write novels which immediately become official TES history.
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A Dardzz
 
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Post » Sat Feb 19, 2011 7:57 am

Aren't you just describing the fame/infamy stat system that's already in place? The greater your fame, the more the normal people liked you. The greater your infamy, the less they liked you. Nobody went so far as to kill you because you went one way or the other, but the essentials of what you're describing seem to be the same.

Well, at first I was explaining why I think it should stay, but the idea after is (I believe) much more in-depth than what's currently in place. In Oblivion, 2 things happened; NPCs disliked you. So what? Charm spells fix the problem easily. Second, you couldn't use altars, but it doesn't even matter how much you have, you just need your fame to be higher. You could have 99 infamy and 100 infamy and be able to get blessings. Sure, you did a lot of good things, but saving a lady's kitten that got trapped in a tree one justify you killing her instantly after. Fame points were given out like candy. Infamy points should be just as easy to get, if not easier.
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stacy hamilton
 
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Post » Sat Feb 19, 2011 8:53 am

Ever since post 1000, grats :twirl:

Yeah, I know this response is really delayed, but thank you. :D
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Matt Bigelow
 
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Post » Sat Feb 19, 2011 4:18 am

A very small suggestion for Argonians, like many real lizards I'd suggest they blink using transparent eyelids and only close their eyes fully to either sleep or when they relax (For lizards fully closing their eyes means they feel safe).
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Celestine Stardust
 
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Post » Fri Feb 18, 2011 9:52 pm

A very small suggestion for Argonians, like many real lizards I'd suggest they blink using transparent eyelids and only close their eyes fully to either sleep or when they relax (For lizards fully closing their eyes means they feel safe).

I remember in Infernal City Glim closes his nictitating membranes due to the smell in the Sump.
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Life long Observer
 
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Post » Sat Feb 19, 2011 1:34 am

Here's a snippet from an interview with Josh Sawyer with IGN on Fallout: New Vegas. I really want this to also be a part of The Elder Scrolls V:

"Josh Sawyer: Sure, I mean the whole of the North is lined with poisonous insects and Deathclaws –but knock yourself out! And the thing is, I don't want to make it impossible. If you want to sit there and think of some crazy way to get past it, that's awesome – that's not bad. I want to set it up so we tell you, 'here's the main story; if you go off into the desert, you're proceeding at your own risk, but go for it.'"

Basically he's saying, you can just go ahead and skip some of the main quest by attempting to go into territory that is near impossible for low-level players. That to me sounds awesome, as well as the non-leveled enemies.
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Jessica Raven
 
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Post » Sat Feb 19, 2011 2:22 am

They need to give abilities to join the "Evil" factions in the game. What really irritated me in TES 4 is that you couldn't join the necromancers guild or be a bandit or even join the mythic dawn the very faction that you were fighting against in the main quest. I am sure that they can find a way to make it so you can join all of the factions whether it be good or bad in a way that also incorporates with the story.

Just my 2c
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Sammi Jones
 
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Post » Fri Feb 18, 2011 7:34 pm

They need to give abilities to join the "Evil" factions in the game. What really irritated me in TES 4 is that you couldn't join the necromancers guild or be a bandit or even join the mythic dawn the very faction that you were fighting against in the main quest. I am sure that they can find a way to make it so you can join all of the factions whether it be good or bad in a way that also incorporates with the story.

Just my 2c

I would like more joinable factions but NOT if they just make them cliché evil like as a necromancer you have to run around and spread pain and misery over the world JUST BECAUSE.
Generally PLEASE no "evil factions", in fact kick all that "ultimate good" and "ultimate evil" thinking out, it IS just silly. Give your opponents a REASON for what they do and not just for the hell of it. The necromancers had a good reason to be ticked off but they twisted it into a "they're just evil and it's RIGHT to kill them mercilessly" plot.
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Francesca
 
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Post » Sat Feb 19, 2011 1:31 am

I would like more joinable factions but NOT if they just make them cliché evil like as a necromancer you have to run around and spread pain and misery over the world JUST BECAUSE.
Generally PLEASE no "evil factions", in fact kick all that "ultimate good" and "ultimate evil" thinking out, it IS just silly. Give your opponents a REASON for what they do and not just for the hell of it. The necromancers had a good reason to be ticked off but they twisted it into a "they're just evil and it's RIGHT to kill them mercilessly" plot.


Yes this exactly (thats why I put evil in quotation marks hehe) I always thought that necromancers never had a say in TES 4. The game just told you that they were "evil" and that was the end of it :\
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Hope Greenhaw
 
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Post » Fri Feb 18, 2011 10:49 pm

A little on that topic I also recommend Beth and everyone interested to look into this here
http://www.escapistmagazine.com/profiles/articles/Extracredits

I already have the linked videos on Youtube in my signature, this is the continuation as a weekly series on The Escapists and they really have awesome ideas on game design I really hope Beth watches.

http://www.escapistmagazine.com/videos/view/extra-credits/1974-Enriching-Lives
What they say there again shows this one ultimate flaw of enforced linear morality systems.
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Alada Vaginah
 
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Post » Sat Feb 19, 2011 7:49 am

Very nice, watching as I type this.
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Peter lopez
 
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Post » Sat Feb 19, 2011 7:09 am

I would like more joinable factions but NOT if they just make them cliché evil like as a necromancer you have to run around and spread pain and misery over the world JUST BECAUSE.
Generally PLEASE no "evil factions", in fact kick all that "ultimate good" and "ultimate evil" thinking out, it IS just silly. Give your opponents a REASON for what they do and not just for the hell of it. The necromancers had a good reason to be ticked off but they twisted it into a "they're just evil and it's RIGHT to kill them mercilessly" plot.
Yes this exactly (thats why I put evil in quotation marks hehe) I always thought that necromancers never had a say in TES 4. The game just told you that they were "evil" and that was the end of it :\
There has to be a perception though, a veneer of what is or isn't evil. What's more than that, they have to keep separate what the player of the game knows from what the people in the game know. Npc's spend their lives growing up in cities and townships controlled in a way by the Divines. The loss of their faith and fealty is worse for the divines, so they in the form of their flunkies who depend upon the citizens for upkeep, restrict the knowledge of things they don't endorse. A little fear and intolerance go a long way. The player can look deeper and see that necromancers aren't all evil for what they do, but general society should still present it that way. Often the same with the daedra. They are from another place and were most recently seen destroying cities: the empire desperately needs people to think of the daedra as demons invading or else they won't maintain their empire. To remedy the image, the devs can give the player lots of knowledge the peasants don't have access to.
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Nikki Morse
 
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Post » Sat Feb 19, 2011 12:28 am

Reading through most of the ideas in the past 178 Threads I have noticed that the majority are "nice to haves". The real "must haves" in my opinion are:

1. overhauled combat system (mount & blade in 3D, 7.1 Digital Surround Sound, on Speed with a side order of steroids) http://www.gamesas.com/index.php?/topic/1113609-a-whole-new-combat-style-would-this-be-possible/page__p__16339990&#entry16339990
2. companion NPC's and creatures (pets), mounts, mounted combat, beasts of burden http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=16340357
3. overhauled armor system http://www.gamesas.com/index.php?/topic/1111409-tes-v-ideas-and-suggestions-175/page__st__120__p__16305297&#entry16305297
4. discoverable main quest and quests given based on faction reputation
5. overhauled stealth, sneak and guard/watchman system

The rest I don't really mind so much...

some ok sugestions

1. I really like the idea of training/specializing different combat styles. This is, in a way, already implemented. At least the idea of it is totally in tune. simply by specializing in any of the major weapon skills. but imo, the jump from MW and condensing some of the weapon skills in Ob was a backward step. I would be quite happy if they reintroduced more weapon skills, and maybe further expanded it to include styles. I think it's possible to do something with this idea.
2. summons and pets/beasts of burden are already in existance. horses, pack guars, that mini imp pet in one of the mages guild, hell even dogmeat or other companions in fallout, could be an indicator that this is likely to happen. I think further expanding this concept for pets is an interesting one.
3. i basically completely disagree here. While the slot system will probably return in some form, it will not be as you hope, the layering you are suggesting would be right bloody pita to complete seamlessly, when you are trying to get 20 outfits to be so interchangeable and not look like doodoo, its getting bonkers territory. but actually it's not out of the question.

as is the head/face slots will likely be face more accommodating than you expect, giving head, hat, eyeglasses, mask, and maybe several other slots, ala fallout. there maybe a complex form of 'armor addons' though. depends on a few factors, optimization and time constraints, + how awesome the designer of the system is. from modding F3 for a year, i can tell you it is very versatile if used correctly. I have a doubt separate pauldrons will make a return tbh. But at least they will probably get their own bones for rigging. I also doubt separate arm, sabatons I expect a mix of fallout3 and oblivion slot systems. but more F3 style. I
4&5 I can agree with. guards in Ob are fail. and anything that makes factions interesting.playable is worth while. the capes/robes may get a couple bones of their own too.


here is my suggestion

body types. basically facegen for the body. you gave us facial hair, now we need a fat norse bartender to serve us greef
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Harry Leon
 
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Post » Fri Feb 18, 2011 11:44 pm

"A player can look deeper and see that necromancers aren't all evil for what they do" while the other player can decide that "they're just evil and it's RIGHT to kill them mercilessly". Third can decide "they are good and for this very reason they should die."...

The game should provide all arguments, all characters, all situations and let the players make their own conclusions. But the player shouldn't be forced to pick one side. This is achievable, it only needs good writing. And flexible quest designs.
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Milagros Osorio
 
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Post » Sat Feb 19, 2011 8:36 am

On the faction morality question :

I specially enjoyed The Witcher on this point for many reasons. First, in the end, no one was clearly good or bad. Every faction carried some dirty stuff as well as some good motivations. Secondly, you often had to choose one side, without the option to delay your decision, and without knowing all what should have allowed you the best choice. It really was immersive because, as in real life, you are often forced to choose an option wondering if its really the best. Thirdly, consequences of your choices often appeared later, too late to change your mood.
In a future TES, I think that most factions will try to have a public, acceptable face, trying to hide their dirty plans and problems. PC should hardly know the reality of the faction before being a seriously involved member. Probably too late and to implicated to turn away without consequences.
Joining a group wisely should requer investigations and intuition, not just looking at the moral label "good", "evil", "neutral" or the professionnal standard profile "I'm a warrior, so lets join the fighter guild".
To finish, I would like a complexe political relationship system as in DF, where your belonging to one faction made you someone "good" for some people, and "bad" for some others, because of the factions history, their business and not because they are universally seen as good or bad..
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Georgine Lee
 
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Post » Sat Feb 19, 2011 5:43 am

On the faction morality question :

I specially enjoyed The Witcher on this point for many reasons. First, in the end, no one was clearly good or bad. Every faction carried some dirty stuff as well as some good motivations. Secondly, you often had to choose one side, without the option to delay your decision, and without knowing all what should have allowed you the best choice. It really was immersive because, as in real life, you are often forced to choose an option wondering if its really the best. Thirdly, consequences of your choices often appeared later, too late to change your mood.
In a future TES, I think that most factions will try to have a public, acceptable face, trying to hide their dirty plans and problems. PC should hardly know the reality of the faction before being a seriously involved member. Probably too late and to implicated to turn away without consequences.
Joining a group wisely should requer investigations and intuition, not just looking at the moral label "good", "evil", "neutral" or the professionnal standard profile "I'm a warrior, so lets join the fighter guild".
To finish, I would like a complexe political relationship system as in DF, where your belonging to one faction made you someone "good" for some people, and "bad" for some others, because of the factions history, their business and not because they are universally seen as good or bad..

The Witcher is anti-Morrowind. Contents and themes can be similar but the game design philosophizes are at the opposite sides of the spectrum. All things you pointed in the Witcher exists in Morrowind too. Most might be joining Fighter's Guild for the "I'm the warrior, let's join the fighter guild" but there are some who wants to investigate it before hand. Everybody has the right to make up their minds by looking some books and actions quickly or throughly investigating it slowly. But it shouldn't be a requirement. That would be against the philosophy.

So if there would be a "go play chess if you want strategy" like advice, it would be about the Witcher and Morrowind. :P
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Manuel rivera
 
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Post » Fri Feb 18, 2011 6:43 pm

Console mod support. If this happened I would get TES 5 for xbox in addition to PC.

Edit: I'd get it for both, i'd make the mods on PC then use them on Xbox.
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Jade Muggeridge
 
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Post » Sat Feb 19, 2011 4:16 am

Console mod support. If this happened I would get TES 5 for xbox in addition to PC.

Edit: I'd get it for both, i'd make the mods on PC then use them on Xbox.

Sadly for that to happen you're asking in the wrong forum as that is not for Beth to decide, the console manufacturers say "NO GO" to mods on their consoles unless they are 100% with preexisting tools like "level makers", but no extra scripting or new content.
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Benito Martinez
 
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Post » Sat Feb 19, 2011 4:41 am

Sadly for that to happen you're asking in the wrong forum as that is not for Beth to decide, the console manufacturers say "NO GO" to mods on their consoles unless they are 100% with preexisting tools like "level makers", but no extra scripting or new content.

Why?
Thats not fair.
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Prohibited
 
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Post » Sat Feb 19, 2011 7:55 am

Why?
Thats not fair.


They are afraid hackers will make inappropriate content or viruses. http://ve3d.ign.com/articles/news/38034/Console-Game-Mods-Invite-Trouble-Says-Microsoft
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Robert Jr
 
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Post » Sat Feb 19, 2011 12:58 am

Why?
Thats not fair.

Yup, once I purchase it it's mine. not theirs. I can screw it up using mods if I want. :stare:
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Scotties Hottie
 
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