TES V Ideas and Suggestions #180

Post » Sat Feb 19, 2011 9:33 am

Sorry is that a "they don't have at the time Oblivion takes place" or a "They will NEVER have it"?
Just a LITTLE technological development wouldn't be that bad I think, unless it's supposed to be in cliché medieval stasis for all eternity.
They could have it sometime, it just didn't seem like they could at the time of the elder scrolls games. And you may have noticed, it's already in cliche medieval stasis for all eternity. Actually in the game Redguard (set 400 years before the current games) they had better technology.

The biggest problem is the gas pipe network to support gas lights and stoves, that kept gas stoves from being popular up until the late nineteenth century.
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Rhi Edwards
 
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Post » Sat Feb 19, 2011 7:57 am

Real question is, how light lamps work, lore wise?

I'm guessing they really use some sort of fuel and there were people who take care of them, but simply not shown leaving it to our imaginations.

This mod lets you turn on-off the lights. It is great but I think it conflicts with TLM.
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1417
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Juan Cerda
 
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Post » Fri Feb 18, 2011 5:32 pm

Well the thing that irks me about the "they have magic" argument is that while it's valid, IT'S NEVER SHOWN.

You say the don't need technology, the have magic, great... SHOW IT. Don't talk about it, don't write about it in books, show it in the games.
I just talked about that in the realism thread, if you want your game world to be believable then establish what you say and don't just talk about it and still do the total opposite. I'd very well accept that their technological development is stagnating in favor for magic, if they'd show magic actually being used for something useful, otherwise you just have "just because" setting.
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BlackaneseB
 
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Post » Sat Feb 19, 2011 3:19 am

I'd like some things to do for recreation in TES V. Perhaps some card games.


... Ok, call me crazy, but I think card games are as boring as watching paid programming. So, in addition, how about some more physical games as well? Hunting was always a popular one with the nobles. But personally, I like sports. Well, not really sports, but "sport-like games," like Four-Square and Kickball. Obviously, Tamrielans don't play those, so why can't Bethesda come up with a neat new game? Maybe just take a real game, change the rules a bit, and give it a new name? Maybe something like soccer, but you're only allowed to use your head. Of course, Argonians with spikes on their heads would have to wear a helmet. Sure, it's a bit dumb, but with all the people on these forums, we'd be able to create an awesome game!
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Devils Cheek
 
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Post » Fri Feb 18, 2011 11:16 pm

Well the thing that irks me about the "they have magic" argument is that while it's valid, IT'S NEVER SHOWN.
Yeah, the "They have magic instead" argument is the worst argument against technology. To me it seems obvious that magical talent would encourage people to create technology and experiements. In our world to find out about electricity, people were nearly getting themselves killed to find out more about it. In Tamriel, is no one curious enough to mess around?
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Britney Lopez
 
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Post » Sat Feb 19, 2011 1:41 am

Well the thing that irks me about the "they have magic" argument is that while it's valid, IT'S NEVER SHOWN.

You say the don't need technology, the have magic, great... SHOW IT. Don't talk about it, don't write about it in books, show it in the games.
I just talked about that in the realism thread, if you want your game world to be believable then establish what you say and don't just talk about it and still do the total opposite. I'd very well accept that their technological development is stagnating in favor for magic, if they'd show magic actually being used for something useful, otherwise you just have "just because" setting.


Ageed, the only magic "structures" we only got teleport pads and purple flames in arcane university, otherwise we never see any magic structures or not even any form of ritual besides the one to Mankars paradise.
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Kelvin Diaz
 
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Post » Sat Feb 19, 2011 5:54 am

Yeah, the "They have magic instead" argument is the worst argument against technology. To me it seems obvious that magical talent would encourage people to create technology and experiements. In our world to find out about electricity, people were nearly getting themselves killed to find out more about it. In Tamriel, is no one curious enough to mess around?

I think one of the best worlds where "magic" is used practically is Avatar: The last Airbender and, oh look, even there they develop new technologies because they are simply more practical to use for anyone who doesn't have "magical" powers which still is the big majority.

It really can be argued that magic is "so accessible" to everyone but then SHOW, DON'T TELL.
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Britta Gronkowski
 
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Post » Fri Feb 18, 2011 10:53 pm

Ageed, the only magic "structures" we only got teleport pads and purple flames in arcane university

Haha, I think those purple flames don't even burn you, either.

Anyways, I think everyone has magical abilities, it's just some either don't utilize them because they don't need it, some might fear it, and others might even not know that they have it.
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Tyler F
 
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Post » Sat Feb 19, 2011 9:17 am

They don't have the means of collecting the gas, or enough welding skill to make a safe set of pipes under pressure.



I'm guessing you NEVER EVER saw morrowind, cause they had machines and pipes and electric lamps in it (dwemer) so ya maybe some one got them from morrowind and studied them and replicated them (many scholars/mages studied them and many were not from Morrowind even), makes total sense and this also makes stealth characters' lives much easier since they will have off/on light sources they can turn off to sneak and maybe torches to put out as well, it will add a whole new level of stealth to the game I think, when u can manipulate the amount of light in the environment.
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victoria johnstone
 
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Post » Sat Feb 19, 2011 7:24 am

I'm guessing you NEVER EVER saw morrowind, cause they had machines and pipes and electric lamps in it (dwemer) so ya maybe some one got them from morrowind and studied them and replicated them (many scholars/mages studied them and many were not from Morrowind even), makes total sense and this also makes stealth characters' lives much easier since they will have off/on light sources they can turn off to sneak and maybe torches to put out as well, it will add a whole new level of stealth to the game I think, when u can manipulate the amount of light in the environment.

I don't want to get involved in Technology Argument #5000, but I have to note that the mages who devoted their lives to the study of dwemer technology typically barely understood it well enough to even get broken things working again. As I recall, it was also mentioned somewhere that dwemer technology stops working when you take it away from Vvardenfell, suggesting a power source the mages haven't even begun to understand yet.
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Claire Lynham
 
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Post » Sat Feb 19, 2011 5:14 am

should make it compatible with ps move that would be so cool, also you should be able to start your own guild that competes/ has wars with existing guilds.
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Lillian Cawfield
 
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Post » Sat Feb 19, 2011 6:26 am

I'd like some things to do for recreation in TES V. Perhaps some card games.


... Ok, call me crazy, but I think card games are as boring as watching paid programming. So, in addition, how about some more physical games as well? Hunting was always a popular one with the nobles. But personally, I like sports. Well, not really sports, but "sport-like games," like Four-Square and Kickball. Obviously, Tamrielans don't play those, so why can't Bethesda come up with a neat new game? Maybe just take a real game, change the rules a bit, and give it a new name? Maybe something like soccer, but you're only allowed to use your head. Of course, Argonians with spikes on their heads would have to wear a helmet. Sure, it's a bit dumb, but with all the people on these forums, we'd be able to create an awesome game!



they could do horse racing
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Dona BlackHeart
 
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Post » Sat Feb 19, 2011 6:17 am

they could do horse racing

Not with the horses they have now. But if they'd just listen to the voice of reason and copy Red Dead Redemption...
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Adriana Lenzo
 
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Post » Sat Feb 19, 2011 8:26 am

I'm guessing you NEVER EVER saw morrowind, cause they had machines and pipes and electric lamps in it (dwemer) so ya maybe some one got them from morrowind and studied them and replicated them (many scholars/mages studied them and many were not from Morrowind even), makes total sense and this also makes stealth characters' lives much easier since they will have off/on light sources they can turn off to sneak and maybe torches to put out as well, it will add a whole new level of stealth to the game I think, when u can manipulate the amount of light in the environment.

Also, any tech was put together by a small portion of Telvanni mages, much of the dwemer tech was traded around by bandits, and on top of it all MW was nuked and invaded.

Though I think the flying ship is evidence that some of the more complicated dwemer ideas could have been replicated.
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liz barnes
 
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Post » Sat Feb 19, 2011 8:14 am

Also, any tech was put together by a small portion of Telvanni mages, much of the dwemer tech was traded around by bandits, and on top of it all MW was nuked and invaded.

Though I think the flying ship is evidence that some of the more complicated dwemer ideas could have been replicated.


exactly, I rest my case,

he shots .............. he scores ............. and that's the game *crowds cheering*

:celebration: :celebration: :celebration: :celebration:

its fantasy and many of the dwemer tech was smuggled off the island and I'm pretty sure some one some where discovered how to make it work, even on a basic scale (pipes, and heat and steam)
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OTTO
 
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Post » Sat Feb 19, 2011 9:17 am

But then we are back to the point where the stuff powered off as it moved away from MW. All things considered Dwemer tech development, however advanced, is stunted. To really grow it would take a knowledgeable source to benevolently labor to get the Dwemer concepts applied for the common household instead of reaching for greater power. Thats not particularly in the Telvanni handbook of common traits.
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Elizabeth Davis
 
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Post » Sat Feb 19, 2011 6:55 am

Not with the horses they have now. But if they'd just listen to the voice of reason and copy Red Dead Redemption...




yeh or you could b able to breed different horses
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Joanne
 
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Post » Sat Feb 19, 2011 4:47 am

you should be able to start wars between different factions in the game, or stop wars, like have a diplomacy skill?
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Paula Ramos
 
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Post » Fri Feb 18, 2011 10:12 pm

you should be able to start wars between different factions in the game, or stop wars, like have a diplomacy skill?

Interesting. Could be governed by the Personality attribute, so it wouldn't be a waste of space (hey, that rhymes, I'm a poet and I didn't even know it).
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neen
 
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Post » Sat Feb 19, 2011 7:27 am

you should be able to start wars between different factions in the game, or stop wars, like have a diplomacy skill?

A diplomacy skill? People want skills for everything nowadays. :unsure:

Wars starting between two sides would be gamebreaking, unless it was part of some kind of storyline, but feuds are definitely an option.
Something similar to this idea could be implemented as multiple factions and sliders showing how your relationship is with those factions. If you're a lackey of one side, you'll be hated by the other side. If you help both sides, both sides will kinda-like you. Sabotaging the enemy will give you access to more stuff or privileges within said faction. It forces you to be more conscious about the quests you take.
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RAww DInsaww
 
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Post » Fri Feb 18, 2011 6:33 pm

I think that they should put the following on TES V:
1. Mount & Swing (You can mount your horse & attack from your horse using your bow & arrow or your sword)
2. Let you travel throughout the ENTIRE province of Tamriel (Cyrodiil, Skyrim, Summerset Isle, Daggerfall, Morrowind, Valenwood, Black Marsh, Elswyer, Vvardenfell, & High Rock; including all those provinces' cities, caves, forts, mines & settlements, just like traveling throughout Cyrodiil in Oblivion). And let's you travel in a carriage the way past Emperor's did just like in the Roman Empire.
3. Instead of having DLCs, include ALL projected DLC already included on the game (Vile Lair, Mehrunes Razor, Horse Armor, Wizard's Tower, Imperial Orrery, Spell Tomes, & Thieves Den) (unlike Oblivion, which you had to seperately purchase & download its' DLC)
4. Make you Emperor (with you choosing your own name like Oblivion), but whichever name you do choose, every one of the Empire's citizens speaks your name to other NPCs throughout the game.
5. Upgrade the Imperial Solider's Armor to that of the Imperial Palace & Imperial City Captains' Armor
6. Keep the Knights of the Nine (with you still in command of them as in the Oblivion expansion) & let them walk throughout the Imperial City & other cities without getting attacked and attacking without notice other soliders.
7. Give you, as Emperor, FULL access to the ENTIRE Imperial Palace (from top to bottom, which includes the outside top part of White Gold Tower, where Uriel Septim stood in the opening sketch sequence of Oblivion)
8. Take out the Vampirism (or keep it, but include the Vile Lair)
9. Give you full access (as Emperor) to every door & every room in every castle throughout the Empire.
10. Let you, as Emperor, make diplomatic decisions that keep peace or create war throughout the provinces (including letting you sit in any Imperial Council meetings & let you give out suggestions on how to run the Empire).
11. Again, as Emperor, let you take command of armies IF you do break up the Empire & launch it into a civil war.
12. And finally, again, lets you control & command armies of Imperial soldiers (from the Imperial City) & fight against an Akaviri invasion (where the Akavir return taking revenge against the defeat from Reman during the reign of Emperor Reman I. The Akaviri invasion should be the main storyline (with Chancellor Ocato naming you Emperor of Tamriel) of TES V. In the end, you beat the Akavir back into Akavir & enslave the entire Akaviri empire.

Feel free to comment on any of my 12 suggestions (adding improvements or detractions to your liking). Yes, all of this sounds like a lot, but with Martin dead & the empire in a rebuilding mode (without an Emperor to lead them), you seem the only one fit to rebuild the Empire to glory (as Martin pointed out in his dialogue at the end of the game, after the last battle against Dagon ... "the 3rd Era has ended, but a new Era dawns & you shall be its scribe." Okay, not word-for-word, but you get the idea if you played the game.
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BrEezy Baby
 
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Post » Fri Feb 18, 2011 8:27 pm

snip

I like most of your ideas, but what about the emperor thing? Would that be optional or a reward from the main quest? I'd probably decline and give the position to someone else. Besides, we already have a new emperor. You know, with the Infernal City confusing the heck out of me and messing up everything.
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Cameron Wood
 
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Post » Sat Feb 19, 2011 8:28 am




You already posted this on page 5... please dont just copy and paste again and again in the same thread. at least wait until a new thread is started. you can add new ideas, but dont just repeat urself over and over.
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Ludivine Poussineau
 
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Post » Sat Feb 19, 2011 12:56 am

A diplomacy skill? People want skills for everything nowadays. :unsure:

Wars starting between two sides would be gamebreaking, unless it was part of some kind of storyline, but feuds are definitely an option.
Something similar to this idea could be implemented as multiple factions and sliders showing how your relationship is with those factions. If you're a lackey of one side, you'll be hated by the other side. If you help both sides, both sides will kinda-like you. Sabotaging the enemy will give you access to more stuff or privileges within said faction. It forces you to be more conscious about the quests you take.
Diplomacy is the ability to change the situation to a more favorable outcome, making more options available to you. I see it working as a combination of the Arena bartering system and the Morrowind speechcraft system where once you have determined the variables involved you have a range of options to present the people in charge of certain variables. You could put them off if you suggest a course of action not fitting their character, so part of the diplomacy is the investigation of the variables to make the best presentation.

An example of this is the Fighter’s Guild quest from Daggerfall where you are sent to kill a Spriggan that has been harassing lumberjacks. You can find that the lumberjacks were cutting down trees too near the spriggan’s saplings, and instead of killing it you can talk to the lumberjacks and convince them to work elsewhere. If you fail to convince them, no problem, you just finish the quest by killing the spriggan. Better diplomacy grants you higher standing in your faction for priority or delicate quests, with higher payouts for quests that end favorably for your side. Also more options become available once you have more diplomatic contacts. If you are part of (I’ll use the Morrowind example) a great house, high diplomacy makes it so you can become an advisor or liaison between different families and gaining political alliances that could prove very useful in conflicts. This will also allow you to betray your higher alliance and take refuge in the new court.
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Lily Something
 
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Post » Sat Feb 19, 2011 2:29 am

This is kind of weird and might turn some people off, but I think it would be cool and provide a solution to the always bland combat system, among other things.

I just started playing the old, old 1986 RPG, Bard's Tale, and one thing that stood out to me right away was the fact that once your character dies, he's dead. Even if you reload without saving, he's still dead. The only way to bring him back is to create a new character and resurrect him at the temple.

The reason you can do this is because you control a party of characters, instead of just the one. However, most of those characters are tagging along and you don't directly control them in combat.

In TESV:

It would be cool if you could go to the guild (whichever you're a member of) and make a brand new character to add to your party. You could have up to four or five party members, and they would act as companions, with minds of their own, like the companions in Fallout 3. The difference is that you would be able to give intricate orders during combat, sort of like in Mount and Blade.

This would add strategy to the combat and finally make it interesting, imo.

Once your character dies, he's dead and player control goes to the next character down in your party, who could then loot the corpse so you don't lose your stuff, and the quest journal remains the same.

If you die and don't have any party members, you go right to the chargen screen, but your progress in the game world doesn't reset. You can roleplay that your new character is next of kin, following in your old character's footsteps, or whatever you choose to make up.

Also, if your character is not a member of a guild, then he/she does not have access to the ability to make an endless amount of party members and is limited to whatever developer-made companions are already in the game. This would enforce the "loner" role of the true freelance adventurer.

Drastically unorthodox, but I think it would be really fun.
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Lyd
 
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