TES V Ideas and Suggestions #180

Post » Fri Feb 18, 2011 11:10 pm

No sorry, there should be NO class restrictions, I'd generally prefer to see the entire class system being kicked or at least not mandatory (A class free system would not be that hard if not easier to do anyway).
Guilds should only restrict you by your talents, and NO I don't mean by "your skill X is 2 points too low" but by having you do a initiation test, if you fail you don't get to join.
If replayability is the thing you want have branching quest lines instead so different combinations of guild memberships give you different mission sets AND how you join them differs too. You could for example work as a middle man between two guilds or infiltrate one to sabotage it. Or work secretly for both the same time, for this you'd have to well balance which missions to take so they don't overlap and reveal you.


I like your idea of infiltration and/or secretly working for 2 or more guilds. I just don't like how you can become guild leader for every guild at the same time. I think of it as different "gangs". For instance, you cant become leader of 2 different motorcycle clubs, but you could infiltrate or secretly work for multiples or sabotage others. To expand on that, if you were caught working for multiple guilds you could be removed from 1 or all depending on the negative/positive attention you bring to the respective guilds.

In addition, I think that becoming an all powerful fighter and all powerful mage to lead those guilds is a little too god like. I can see, however, joining and progressing through the thieves guild and assassins guild as members/leaders of the mages or fighters guild. It may need to be a done as a secret though depending on guild alliances and charters.

I would just like to see a more in depth story around guilds and their respective relationships and get one exceptional benefit for becoming leader of a particular guild(i.e. mages guild receives a mages tower with plenty of storage and all you need for alchemy and spell creation and battle mages to guard the tower)
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Emma Louise Adams
 
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Post » Sat Feb 19, 2011 7:23 am

I like your idea of infiltration and/or secretly working for 2 or more guilds. I just don't like how you can become guild leader for every guild at the same time. I think of it as different "gangs". For instance, you cant become leader of 2 different motorcycle clubs, but you could infiltrate or secretly work for multiples or sabotage others. To expand on that, if you were caught working for multiple guilds you could be removed from 1 or all depending on the negative/positive attention you bring to the respective guilds.

What they need to do is make guilds and factions have an actual function. Right now all they are is a few buildings that happen to have a lot of quests in them. Any character is going to want to do quests, they're a major portion of game content, so aside from roleplay you've got little reason NOT to clear them all. Instead of making the mage's guild about a guild storyline, or a collection of quests that simply require magic skills to be given (but not done), it should be about the relevant duties and activities of a mage. I'm not asking for fewer quests, just to not amass them all in these spots. There have been arguments about generated content but factions really are where it's needed. Give the fighter's guild random quests that come and go, protect this farm, clear that cave. Mercenary work for money. Instead of just spamming at an inn, what if you need the proper tools, study, and workstations to improve your magical skills? You could train in the guild, get tasked in tracking down rogue mages, teach NPC's who come in for sanctioned training. Things a warrior type doesn't need or want to do. Or set up your own lair, break their rules, get access to power the guild forbids and have to deal with the members sent to track you down, giving an actual reason to NOT join.

Being leader of a faction shouldn't be the inevitable reward, and would be less expected if the faction isn't about the scripted storyline in the first place. You don't magically become chief of police by making a lot of arrests, nor does the chief instantly retire and never have to work again. If you become a faction leader, you get access to power and influence, but you should still have duties to perform. It should be a job, not a gift basket. Other factions might have reasons for not allowing a multiple-leader person; the archmage is a widely recognized figure, so the thieves guild isn't going to let you in. Stooping to clearing goblins out of a mudpit for the FG to make the rent makes the mage's guild look bad, so you lose your rank. If you're good at disguise you might slip past these barriers, but will have the juggling act of keeping up the illusion in the face of multiple factions AND the duties of leading them. The benefit? Not elite scripted quests or unique. If the groups have actual functions and world influence, a mastermind-type character could try to assume several control of several and manipulate them, having secret, major control over a lot of power. Most characters would simply have no reason to try. The option is there, but only for a lot of work and only if you have a specific reason to do it.
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Felix Walde
 
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Post » Fri Feb 18, 2011 5:26 pm

Perhaps instead of the typical prison start, they could use something a little more interesting?

Like how about you survive a shipwreck? or you wake up wounded in a healers house or tavern, with amnesia?

I'm getting tired of always starting in prison.
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Gemma Archer
 
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Post » Fri Feb 18, 2011 6:18 pm

I'm confused as to how the type of ore used in making a weapon effects damage. Why should an ebony dagger do as much as an iron one? Are both not really sharp? Maybe they could have different effects to justify as to why they're more powerful. Daedric and Silver might have the highest enchanting capabilities, but rusty iron might harbor some diseases (Tetanus would be a good one). P.S. Better diseases in general. You got a small stat reduction, so what? You can just get it healed later. If anything, some would be near impossible to get rid of as they are very resistant to a certain magic, while others might be more deadly. Some may just be nuisance diseases. It would be cool if your character actually looked sick, too.


I love it, tetnus that rivals vampirism.
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Robert Jr
 
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Post » Sat Feb 19, 2011 5:17 am

I just wanted to suggest that I think it would be cool if there was a loan shark who you could run into, soon after the game starts. She could offer you a loan to buy some impressive weapons or armor at unreasonable fees. Then you have to make payments to her group, but if you make a payment to a henchman, he may just run off with your money and you have to try to explain it to the loan shark when she starts harassing you in multiple towns. That would be an awesome quest.
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Tania Bunic
 
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Post » Fri Feb 18, 2011 8:42 pm





3. Stop cutting skills

here it is in big letters beth if one of your staffers ever read this pay attention

lazy does not equal a good game and by far oblivion was lazy, rush, and felt so unpolish
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joseluis perez
 
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Post » Fri Feb 18, 2011 9:12 pm

Here are my suggestions. Please take them in the spirit of someone that loves the Elder Scrolls series venting the things that have frustrated him mightily in the last half a decade.



1. Stop making the series dumber with every iteration. I understand your main focus is pandering to the casual console market, but I selfishly want more depth, not less. I realize I'm probably wrong for not wanting to play games while lying on my couch covered in chip-dust, but stop cutting things and making things banol. Yes that was an unfair generalization of console gamers and many simply prefer a system that no additional work or expense to keep afloat. But, the general point is entirely valid.

2. Go back to the Daggerfall character creation method or at least in that direction. Its much more interesting, it results in a MUCH MUCH MUCH richer role playing experience and much more character depth. So a few console kids won't be comfortable with some added complexity (probably a few advlts too). It will be a better game. If you want me to EVER believe that "you make the types of game you want to play" stop making them solely for the consoles design-wise. You wouldn't be amiss in adding in some of the political intrigue you used to do well. Or how about this - add an option in the beginning to use "classic character creation" or "Oblivion-style character creation"? I realize this won't ever happen in the next decade for any game due to the group mind rot, but I figured I'd toss it out there.

3. Stop cutting skills and start replacing the things you've cut that add entire new gameplay elements. I know you'll never do number 1 or number 2, but I'd love to see you add back all the skills that were in morrowind, and even some that were in Daggerfall (critical striking, etc). Don't ever tell us keeping a particular skill is too hard. That's lazy and it means "we'd rather ship than get it right". Cutting levitation was lazy and don't tell me that was part of the game you wanted to play because that's bunk. I know all about ship dates. I work in the industry. You're Bethesda, make the time to get it in.

4. Expand on the Radiant AI system as its fantastic, but either cut the voice acting or spend the extra money on a reasonable pool of voice talent. Its immersion-crushing to have the same voice actor talking to you from about 15 different important quest NPCs. Oh, and please stop zooming us in to talk to people. It stops immersion like a hummingbird crashing into a windshield. I know who I'm talking to, you don't need to pull me out of the game environment jarringly to make the point.

5. No more main quest that demands your attention at every step by throwing up Oblivion portals all over the countryside. You cannot roleplay your way around that unless you are playing a specific character type that doesn't give a rip about the world.

6. Stop being lazy with your bestiary and never include monsters/NPCs that level with you in a game again. By Lazy I mean if you don't have enough creatures to challenge higher level characters, make more. I know its a lot of work to create, animate, code and work out the kinks in new game assets. But, its the "correct" way to do things. Even if you need to change model colors and change a creatures stats and call it something else, do it. At any level you should have a chance of running into something that can clean your clock. But, you should never run into a grubby bandit or rat that is higher than level 5.

7. Realize that bears, wolves, and other rational wildlife do not exist to throw themselves at you in a fit of feral rage when you walk within a thousand yards of them. They run from humans for a reason. And don't talk to me about this being a game. Not a single human being enjoyed the "walk 15 feet and kill another suicidal animal" part of either of your last 2 games. I'm sick of having to mod all your games before they are tolerable. Remember the cliff-racer fiasco? Apparently, you didn't. Try to get that one on a bulletin board quickly.

8. I've seen you say over and over that Oblvion was larger than Morrowind. B.S. Morrowind was effectively about 3 times as large as Oblivion. I don't care about what you tell me, I care about how it feels. And even without fast travel from every location in the game, Oblivion felt smaller. A lot smaller. Probably because the game was one big valley that you could see the center of from just about everywhere.

9. Dynamically light objects from a distance this time around. This is just a small request. And no smart-alec comments included. It just felt funny that from a distance, the imperial city and all other cities looked like a crypt from the outside.

10. More quests like Hackdirt. More espionage type quests (not the banol ones, but the clever ones.

11. Please come up with more than 2 dungeon templates. I know that you have limited time. I understand if this one doesn't make it. I even can make rational allowances for why most ruins would look the same, they were built by the same people. But, sometimes you'd see a bandit hideout that didn't look lik every other hideout. Just a thought here, not critical.

I have more, but I need to get some work done on the game we're developing too!

In general, if you make a game that has the following philosophical breakdown:

60 percent Morrowind, 30 percent Oblivion (mostly the fantastic mechanical upgrades), and 10 percent Daggerfall

I'd be one happy gamer.


NOTE: this entire post is my selfish viewpoint. I fully accept that it is probably unrealistic with Bethesda's financial goals and I also understand that my view isn't necessarily right for anyone but me.


amen.
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Fanny Rouyé
 
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Post » Fri Feb 18, 2011 5:46 pm

Something I'd suggest even before the game comes out.

DON'T FRIGGING LIE!


I just re-watched the E3 demo of Oblivion and really how much of that was a flat out lie?
-Dynamic soft shadows, if you look closely most of the objects and environments cast no shadows at all, only a few objects in the starting cell and very few others did. So back then they must have already known it won't happen but still advertised them big time.
-Radiant AI, the entire scene in Chorol was scripted.

So seriously, if you have a feature planned and already KNOW it won't work don't advertise it, saying "we wanted to but it just didn't work" is still better than a flat out lie.

EDIT: There is a difference between "we try to get this done but not sure yet" and "This won't work but we say it will anyway".
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Jessica Raven
 
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Post » Fri Feb 18, 2011 10:22 pm

I remember only reading about what happened in the video and thinking it was amazing. But only because I thought it was all unscripted.

Fool me once...
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Jennifer Rose
 
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Post » Fri Feb 18, 2011 10:00 pm

I remember only reading about what happened in the video and thinking it was amazing. But only because I thought it was all unscripted.

Fool me once...
Yeah. For the next game when they announce something cool, I'm probably going to say, "That sounds awesome! So you're probably lying."
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Stacyia
 
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Post » Sat Feb 19, 2011 4:37 am

I suggest that they give players the option to DELETE SPELLS!

Thankyou
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jessica Villacis
 
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Post » Sat Feb 19, 2011 5:13 am

-Radiant AI, the entire scene in Chorol was scripted.



I was Wondering why I couldn't find that woman and her dog!!!!
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Epul Kedah
 
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Post » Fri Feb 18, 2011 7:07 pm

-Radiant AI, the entire scene in Chorol was scripted.



I was Wondering why I couldn't find that woman and her dog!!!!


that's becuase you weren't spending enough time in chorrol I found her and slaugther her and her three dogs with one of those No Gore mods in my Killing spree
her name is Rena Bruiant so if you want to find her stay in the chapel she visit frequently
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courtnay
 
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Post » Fri Feb 18, 2011 6:36 pm

varied terrain.

spears.

be able to go prone.

grappling hook.

enter castles via upper windows.

climbing skill.

non-levelled enemies.

hand placed loot.

a throat slit tecnique.

headshots with the bow.

cliffracers.. they would totally work with next gen animation ie LOTR nazgul.

tonnes more books and lore.

more lively taverns, be able to gamble, play cards etc..

horse races.

be able to take guild members out on quests. Taking a group of fighters with you to slay a cave of trolls = win.

be able to make camp fires and set up a tent.

non respawnable containers, I really want to just set up home in a small shack I find out in the wild.

small rowboats we can actually use.

Make your clothes soaking wet if you jump in water...

seasons.. winter, summer etc..

ability to change appearance midway through the game.. add scars, grow older, change hairstyle etc..

a more brooding, dreary soundtrack when its nighttime.

strong gale force winds on the top of hills.

more natural, none violent wildlife. Birds, rabbits, snakes, insects etc..

more natural fast travel methods ie wagon/carriage, boat.. have an option to travel in real time.. like just chill on a boat while you sail to your destination.

a thieves hideout in each town.

a temple guild. Holy warrior FTW.

more variety of caves/dungeons.. more unique lore based locations.

guards saying HALT!

wearboars.
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Cassie Boyle
 
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Post » Fri Feb 18, 2011 11:01 pm

-SNIP-

While I agree with many things in your list (while disagreeing with a few the same time) you posted the EXACT SAME list at the beginning of this thread and just added one more line. At least wait till a new thread starts before reposting, better yet DON'T constantly repost your list but wait till you have a few new things together and then link back to your previous posts.

Also maybe be a bit more descriptive in what you mean at times, short and simple yea but a single word is a bit TOO short.
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Luis Longoria
 
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Post » Fri Feb 18, 2011 7:19 pm

that's becuase you weren't spending enough time in chorrol I found her and slaugther her and her three dogs with one of those No Gore mods in my Killing spree
her name is Rena Bruiant so if you want to find her stay in the chapel she visit frequently

Going on a killing spree with a no gore mod is like going on a bagel spree with no cream cheese.

No offense.
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roxanna matoorah
 
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Post » Fri Feb 18, 2011 7:30 pm

While I agree with many things in your list (while disagreeing with a few the same time) you posted the EXACT SAME list at the beginning of this thread and just added one more line. At least wait till a new thread starts before reposting, better yet DON'T constantly repost your list but wait till you have a few new things together and then link back to your previous posts.

Also maybe be a bit more descriptive in what you mean at times, short and simple yea but a single word is a bit TOO short.


actually... if bethesda read these threads.. im sure they would rather be reading bullet points than lengthy descriptions. They probably dont even read the ones longer than a paragraph. theres a little advice for you champ.

also I want them to read my ideas hence the reposting of them.
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Alex [AK]
 
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Post » Sat Feb 19, 2011 3:11 am

actually... if bethesda read these threads.. im sure they would rather be reading bullet points than lengthy descriptions. They probably dont even read the ones longer than a paragraph. theres a little advice for you champ.

also I want them to read my ideas hence the reposting of them.

The point is that posting the same exact thing in the same exact thread. Or even two different active threads.. is spamming.

It's rude because:
a ) you've already posted your ideas for them to see and...
b ) you might draw focus away from some original suggestions that haven't been posted twice already
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Andrea P
 
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Post » Fri Feb 18, 2011 9:03 pm

actually... if bethesda read these threads.. im sure they would rather be reading bullet points than lengthy descriptions. They probably dont even read the ones longer than a paragraph. theres a little advice for you champ.

also I want them to read my ideas hence the reposting of them.

Well I'd like them to read my suggestions too, and everyone else here wants that as well, so should they constantly repost everything they have written several times in the same thread? If they did we wouldn't be at thread 180 now but more likely at 1800.
Plus giving description can make people actually understand what you want. Like "wereboars" in your post, so you just want human like boars to run around as enemies? Or do you want it possible to turn into one? How is it supposed to function, what should be possible and what not, what would it do etc.
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josh evans
 
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Post » Fri Feb 18, 2011 9:23 pm

They probably dont even read


No I dont think they read these forums at all. They just use this stuff as ideas for the stuff Ma'iq says. They dont care.

[completely off topic]

Theres Innovance , Ignorance, and Arrogance. Attempted Innovance born of Ignorance prooves Arrogance which destroys Innovance. I've been on the Black Prophecy forums alot lately and Gamigo has prooved this. Black Prophecy is another "Not Eve" game, They didnt want BP to be in the slightest bit boring or anything liek Eve but full of action instead. So they've trodden over the tried and tested ideas and themes in space games, in an attempt to make it innovative nothing like Eve online. So theres no travel, very quick missions and tasks, and no down time. When you get shot and die, you instantly respawn in the place you died with full health. Theres nothing innovative about any of it.
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Portions
 
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Post » Fri Feb 18, 2011 11:31 pm

No I dont think they read these forums at all. They just use this stuff as ideas for the stuff Ma'iq says. They dont care.

I've noticed the names of admin online before. But, they'll either just stay on the front page or go into the speculation thread.

I'm honestly starting to think they just sign on now and then so that'll we'll see their names online and think they're reading our ideas.
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RAww DInsaww
 
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Post » Sat Feb 19, 2011 7:05 am

Werewolves! And friendly Werewolves once you turn into a Werewolf. Bloodmoon said "Or join the Werewolves and indulge in your thirst for the Hunt". We were alone in Bloodmoon and every Werewolf we can across was hostile, cant they tell we were in the same family? I mean the Werewolves that attacked Skaal were together.

Previous poster mentioned "No Good and evil morality choices" I mean, how can we create a compelling character if we dont have any moral choices? Some of us like to be evil(Although I think evil is a poiint of view)
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Anthony Rand
 
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Post » Fri Feb 18, 2011 10:44 pm

sixy people, and more spells/abilities, a Thief like stealth system, and vertical environments.

that's it I guess in a nut shell.

now excuse me I have to get something from home :obliviongate:
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Hope Greenhaw
 
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Post » Fri Feb 18, 2011 6:47 pm

Werewolves! And friendly Werewolves once you turn into a Werewolf. Bloodmoon said "Or join the Werewolves and indulge in your thirst for the Hunt". We were alone in Bloodmoon and every Werewolf we can across was hostile, cant they tell we were in the same family? I mean the Werewolves that attacked Skaal were together.

Previous poster mentioned "No Good and evil morality choices" I mean, how can we create a compelling character if we dont have any moral choices? Some of us like to be evil(Although I think evil is a poiint of view)

The thing, I object, is the same. Where evil and morality are someone else's world views, I have to ask them to avoid having that as a choice/consequence situation. The grayness should live in writer. There should be freedom for us to bring our own morality. Not punishment with bs consequences. Who has the right to decide consequences on my actions? If this is a real world, consequences will occur naturally with my real-time actions. If I broke some schedules, so be it. I want to leave with that. But if they come up with dialog gates and made-up consequences, I will hate that in an open world game.

If someone reads "Name of the Rose", they will recognize how all different world views brought by many characters and with some history lessons, and there is no morality or right or wrong shoved down by the writer. We bring our own world view, or pick a side, better we built our own world view, (which was my case, at some point, every line was spawning 10 pages of thoughts and ideas). It is called "open texts". The text is no longer in control of the writer because every reader can interpret it differently and add more. As I said with the thoughts it spawned, Name of the rose was approximately 10000 pages long at least. Morrowind was working on the same literary technique and even better letting us do the action. It needs work on freedom part but it is a perfect way to make open world RPGs.

Don't use this:
http://en.wikipedia.org/wiki/Gamebook
(it is like tic-tac-toe, if you know what I mean, ok maybe a little better but still.)

Use this:
http://en.wikipedia.org/wiki/Open_text (I want to see that page to expand)
(compare to chess, but with role playing :D)
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Sweet Blighty
 
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Post » Sat Feb 19, 2011 7:12 am

Here are my suggestions. Please take them in the spirit of someone that loves the Elder Scrolls series venting the things that have frustrated him mightily in the last half a decade.



1. Stop making the series dumber with every iteration. I understand your main focus is pandering to the casual console market, but I selfishly want more depth, not less. I realize I'm probably wrong for not wanting to play games while lying on my couch covered in chip-dust, but stop cutting things and making things banol. Yes that was an unfair generalization of console gamers and many simply prefer a system that no additional work or expense to keep afloat. But, the general point is entirely valid.

2. Go back to the Daggerfall character creation method or at least in that direction. Its much more interesting, it results in a MUCH MUCH MUCH richer role playing experience and much more character depth. So a few console kids won't be comfortable with some added complexity (probably a few advlts too). It will be a better game. If you want me to EVER believe that "you make the types of game you want to play" stop making them solely for the consoles design-wise. You wouldn't be amiss in adding in some of the political intrigue you used to do well. Or how about this - add an option in the beginning to use "classic character creation" or "Oblivion-style character creation"? I realize this won't ever happen in the next decade for any game due to the group mind rot, but I figured I'd toss it out there.

3. Stop cutting skills and start replacing the things you've cut that add entire new gameplay elements. I know you'll never do number 1 or number 2, but I'd love to see you add back all the skills that were in morrowind, and even some that were in Daggerfall (critical striking, etc). Don't ever tell us keeping a particular skill is too hard. That's lazy and it means "we'd rather ship than get it right". Cutting levitation was lazy and don't tell me that was part of the game you wanted to play because that's bunk. I know all about ship dates. I work in the industry. You're Bethesda, make the time to get it in.

4. Expand on the Radiant AI system as its fantastic, but either cut the voice acting or spend the extra money on a reasonable pool of voice talent. Its immersion-crushing to have the same voice actor talking to you from about 15 different important quest NPCs. Oh, and please stop zooming us in to talk to people. It stops immersion like a hummingbird crashing into a windshield. I know who I'm talking to, you don't need to pull me out of the game environment jarringly to make the point.

5. No more main quest that demands your attention at every step by throwing up Oblivion portals all over the countryside. You cannot roleplay your way around that unless you are playing a specific character type that doesn't give a rip about the world.

6. Stop being lazy with your bestiary and never include monsters/NPCs that level with you in a game again. By Lazy I mean if you don't have enough creatures to challenge higher level characters, make more. I know its a lot of work to create, animate, code and work out the kinks in new game assets. But, its the "correct" way to do things. Even if you need to change model colors and change a creatures stats and call it something else, do it. At any level you should have a chance of running into something that can clean your clock. But, you should never run into a grubby bandit or rat that is higher than level 5.

7. Realize that bears, wolves, and other rational wildlife do not exist to throw themselves at you in a fit of feral rage when you walk within a thousand yards of them. They run from humans for a reason. And don't talk to me about this being a game. Not a single human being enjoyed the "walk 15 feet and kill another suicidal animal" part of either of your last 2 games. I'm sick of having to mod all your games before they are tolerable. Remember the cliff-racer fiasco? Apparently, you didn't. Try to get that one on a bulletin board quickly.

8. I've seen you say over and over that Oblvion was larger than Morrowind. B.S. Morrowind was effectively about 3 times as large as Oblivion. I don't care about what you tell me, I care about how it feels. And even without fast travel from every location in the game, Oblivion felt smaller. A lot smaller. Probably because the game was one big valley that you could see the center of from just about everywhere.

9. Dynamically light objects from a distance this time around. This is just a small request. And no smart-alec comments included. It just felt funny that from a distance, the imperial city and all other cities looked like a crypt from the outside.

10. More quests like Hackdirt. More espionage type quests (not the banol ones, but the clever ones.

11. Please come up with more than 2 dungeon templates. I know that you have limited time. I understand if this one doesn't make it. I even can make rational allowances for why most ruins would look the same, they were built by the same people. But, sometimes you'd see a bandit hideout that didn't look lik every other hideout. Just a thought here, not critical.

I have more, but I need to get some work done on the game we're developing too!

In general, if you make a game that has the following philosophical breakdown:

60 percent Morrowind, 30 percent Oblivion (mostly the fantastic mechanical upgrades), and 10 percent Daggerfall

I'd be one happy gamer.


NOTE: this entire post is my selfish viewpoint. I fully accept that it is probably unrealistic with Bethesda's financial goals and I also understand that my view isn't necessarily right for anyone but me.


This guy has stuff figured out! I'm with you 100 %, Zarniwooop.
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luis dejesus
 
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