TES V Ideas and Suggestions #180

Post » Sat Feb 19, 2011 1:49 am

They've got to stop putting tips in the load screens. They send a manual with the game, I never need to be told by the load screens to click the stick to use stealth. I don't need to be told that the attack button is used for attacking. Just get rid of all tips in the load screens.


Who reads the manual?
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Chloe :)
 
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Post » Sat Feb 19, 2011 7:37 am

Who reads the manual?
Asians.
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Vickytoria Vasquez
 
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Post » Sat Feb 19, 2011 2:43 am

Who reads the manual?

I do. Elder Scrolls manuals are cool.
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Nicole Coucopoulos
 
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Post » Sat Feb 19, 2011 7:25 am

I do. Elder Scrolls manuals are cool.

Fresh manuals smell good...

... Hope I'm not the only one that thinks that.

But yes, scrap the tips. Perhaps we could replace them with miscellaneous bits of lore? Maybe like "In (E) (YYY), (name) did (feat)" or "(name) caused (event)."
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Samantha Pattison
 
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Post » Sat Feb 19, 2011 12:22 am

I've always been interested in the dwemer, and I would like to see them in there prime. Obviously, since they are no longer around, a game with dwemer would have to be set in the past, and, according to the wiki, there are theories that they originated in Yokuda, the lost homeland of the redguard, so a game set in the past on Yokuda would be great, allthough I'm not sure if any of the other races ever traveled there, so it might not work out, as people would want to play the other races. Possibly, in addition to that, just to add to the content, since yokuda isn't huge, add the nearby Summerset Ilse and the islands south of Yokuda on http://www.uesp.net/wiki/File:Tam-Maps-West_Tamriel.jpg map.
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Dominic Vaughan
 
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Post » Sat Feb 19, 2011 1:53 am

I've always been interested in the dwemer, and I would like to see them in there prime. Obviously, since they are no longer around, a game with dwemer would have to be set in the past, and, according to the wiki, there are theories that they originated in Yokuda, the lost homeland of the redguard, so a game set in the past on Yokuda would be great, allthough I'm not sure if any of the other races ever traveled there, so it might not work out, as people would want to play the other races.

Go back in time? Do you know how much lore would have to be reworked to do that and add a main questline? "One cannot change past events; However, one can always decide the future."
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CSar L
 
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Post » Sat Feb 19, 2011 7:16 am

Go back in time? Do you know how much lore would have to be reworked to do that and add a main questline? "One cannot change past events; However, one can always decide the future."

I didn't say go back in time, I said set the game in the past, the next game doesn't have to be set after the events of oblivion. I don't believe there is much lore in yokuda, so they wouldn't have to change anything to give the player the kind of freedom TES is known for.
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lexy
 
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Post » Sat Feb 19, 2011 3:31 am

I didn't say go back in time, I said set the game in the past, the next game doesn't have to be set after the events of oblivion. I don't believe there is much lore in yokuda, so they wouldn't have to change anything to give the player the kind of freedom TES is known for.

If the game is set in the past, then you are still technically going back in time, as you are reliving past events. And Yokuda has plenty of lore, it's just so obscure not even Bethesda knows about it...
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jaideep singh
 
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Post » Sat Feb 19, 2011 2:35 am

If the game is set in the past, then you are still technically going back in time, as you are reliving past events. And Yokuda has plenty of lore, it's just so obscure not even Bethesda knows about it...

What does that mean, there is lore but they haven't come up with it yet? If that's the case, there wouldn't be anything to change or relive, as it hasn't been established yet. I don't see the problem with setting a game in the past, as long as the events of the game don't go against established lore. After all, it's canon that the nereverine defeated Dagoth Ur, but there is no official canon about which great house or factions s/he joined, or wether s/he did hircines hunt as a werewolf or not. Each time you make a new character in any of the games, you're reliving the events in a diffrent way.
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Alan Cutler
 
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Post » Sat Feb 19, 2011 8:08 am

Sure, petty things such as that have no effect on lore as they could all not happen, but major things such as main quests have a HUGE impact on everything, the chances are something won't add up correctly...

... But maybe this is just my illness talking... nasal spray failed to work, I'm out of tissues that don't burn, nothing to wash away my soar throat, I may have nausea, I can't cure my insomnia... and I think I might be delirious :bonk:

... It would be tight if we could have diseases act like this in TES V!

ALL HAIL THE WARSEEKER, MASTER OF MISDIRECTION!
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W E I R D
 
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Post » Fri Feb 18, 2011 10:48 pm

Sure, petty things such as that have no effect on lore as they could all not happen, but major things such as main quests have a HUGE impact on everything, the chances are something won't add up correctly...

... But maybe this is just my illness talking... nasal spray failed to work, I'm out of tissues that don't burn, nothing to wash away my soar throat, I may have nausea, I can't cure my insomnia... and I think I might be delirious :bonk:

... It would be tight if we could have diseases act like this in TES V!

ALL HAIL THE WARSEEKER, MASTER OF MISDIRECTION!

Actually famine would be an awesome mechanic in a game, imaigne walking into a village and seeing sick person...it quickly spreads and you have to find aid or die. It could be seasonal to in order to make us players even more paranoid. :celebration:
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hannaH
 
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Post » Fri Feb 18, 2011 6:54 pm

Here's a small idea I had after playing Thief 3 again.

A problem in TES is that often physics based objects fly everywhere from a little bump AND that some objects like a table or small boxes can't be interacted with at all. Thief 3 had a interesting system there however.
Large objects remain inactive for about 1 second after you touch them unless a force is put onto them. This basically means if you walk through a room and just bump into something it will remain where it is, but if you keep walking into it it will eventually move. However when you swing your weapon and hit the object it will move instantly. This will work with all objects that aren't too big aka not meant to be interacted with in the games design.

With a system like this you could easily have objects like tables and chairs be movable by "touch" unlike in Oblivion where they are fully static, but they won't go flying across the room just because you bump them with you hand, unless you deliberately walk into them or hit them they will remain where they are.


Additionally the grab function could work on those objects as well, BUT this time around their weight should play a role. Objects that are too heavy for you to carry can't be picked up but dragged around. The connection between you and the object should be more solid so it doesn't fly out of your grasp just for doing a quick turn. If you drag a object it should, depending on it's weight, actually slow you down, carried objects too, you won't be able to constantly run while carrying a 50kg bag around in your hands.
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Sarah Edmunds
 
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Post » Sat Feb 19, 2011 8:26 am

These r things that i would personally like to see implemented/worked on, let me no wat you guys think

1) Level/attributes- a system needds to be introduced where your major skills are the skills you use most, and not the skills you never touch -> which was the only way to succeed in oblivion.

2) Level scaling- slight scaling may be needed, but keep it low key and dont overcomplicate it

3) Character appearance- the entire game in oblivion, your char looked exactly the same. You could eat a massive feast every night and not get fat, or not eat at all and not go anorexic. Same idea with combat -> not a single scar or bruise. Make the chars adapt depending on wat they do -> weight from diet/exercise, lasting and fading scars from combat, muscular tone from strength training/exertion etc

4) Character realism- make it a requirement for characters to eat, sleep etc -> if they dont it results in loss of combat ability/speed etc

5) Area- tamriel has been over explored by most players -> a totally new province is needed. Another option would be to do a complete overhaul of cyrodil after the daedric invasion of ES IV -> cities destroyed/new cities, colonies, legion outposts, new streams/forests etc.

6) Storyline- needs an extremely engaging plot, totally diff from ES IV.

7) NPCs(2 aspects)
- Im not the 1st 1 to say that the npcs need a total do-over, WAY MORE VOICE ACTORS, better mouth movement, better speech options for your own char(possibly depending on your chars intell/speechcraft) which intimidate/flatter/trick etc
-More npcs, WAY MORE, assasins creed did a good job in this aspect

8) Combat- this needs a complete overhaul, was 2 repetitive, unrealistic.
- More melee options with weapons -> slash, thrust, parry, overhead attack, guard breaker, finishing moves, knockdowns
-Better block ability -> introduce timing for parrying with weapons and alter direction of shield depending on type of strike, shield bash ability
-Counterattacks -> make them hard to execute, but gives u another option rather than waiting to block, then hit back
-Make archery realistic-> if you pierce their shins, they should hobble/be slowed, if u pierce their heart/neck/head it should b almost instant kill, if it hits solid armour it should do no dmg and bounce off
-Visible combat effects-> blood spatters, gouges, cuts, broken armour, blunted swords/dents on shields etc
-Dodge ability, depending on acrobatics/agility
-Assasination ability-> take out an enemy in 1 move without drawing attention
-Possibly add body section damage, ie you slash their throat with a blade they die almost instantly, you hit their legs a few times and their movement is slowed. This would allow you/them to get around a raised shield

9) Equipment
-More weapon types-> spears, pikes, polearms, crossbows, throwing knives, javelins etc
-Split armour into more areas-> possibly add shoulder guards, shin guards etc
-More overall equipment, different breeds to accompany dwarven, elven, deadric etc
-Customisation ability-> be able to change style/colour(to a degree) at blacksmiths, or yourself using armorer skill
-Forge your own weapons/armor possibly -> like alchemy, cept hard to master and good materials rare

9) Environment interaction- be able to make use of the environment around you -> climb trees as vantage point/to hide, hide in grass, throw rocks/logs etc. You should also be able to get over obstacles and scale walls like (but not as extreme as) in assasins creed. Be able to place items on tables and on stands easily, rather than having to drop and hope it lands correctly. Be able to fish, cut wood, make fires

10) Better AI
-Combat->When fighting, eliminate the charge and swing stupidly aspect thats the case in oblivion -> make them smart depending on their level of training, soldiers for example should attack in groups, employ tactics(possibly formations) then do things like flee, hide, beg for mercy, run for reinforcements-> depending on the situation.
-There needs to be more citizens travelling around the province, going to and from cities, hunting, herding animals, bringing trade etc and while in cities they should move around with a purpose-> going to shops, going to gossip, going to see count etc
-Guards shouldnt b omnicient, wen they dont see a crime, they shouldnt b able to realise youv done it.
-Possibly introduce ability to bribe guards wen caught, with a chance of increased sentence.
-Make commiting a crime risky-> long sentences and executions for harsh crimes, of which escape is the only option

11) Improved/diff enemies- I for 1 got tired of fighting scamps, mudcrabs and random bandits-> would love to see a whole new crop of foes to take on

12) Terrain- Mix up the terrain, Cyrodil was too happy go lucky with nothing mysterious and that sorta thing(Shivering isles did a better job). Give us some dense forests with scarce sunlight that stretch for miles, islands that we can swim out to and explore, mountains and valleys etc. Mix up the wildlife in these areas -> make it area specific for some creatures. Dungeons/caves were also a big problem in oblivion, give us some variety or nothing at all

13) Guilds- give us a wider range of guilds to choose from, like the legion or the city guard-> where we can actually get payed to do specific things, like patrol, garrison, front line duty etc. Make joining a guild more binding, for example so you cant become head of the mages guild, and head of the necromancers

14) Races- streamline the current races and put in a few new ones for us to try. Create race specific skills, to give each race a different play style

15) Horse combat- no real point of having a horse if you cant even take it into battle, this definately needs to be implemented. Even add the ability to shoot while on horseback(when a certain level of marksman is attained). Horses need to be a lot faster, a lot of characters could easily run faster than an average horses. A fairly high speed is needed to make them worthwhile.

16) Transport- Theres plenty of debate about the fast travel side of things, 1 option would be to introduce ferrys/boats to get you from 1 area to another quickly, while still remaining in a 'play state of mind'. Over land legion light cavalry escorts could have the same effect(both these options would not be available on call, but would be leaving at a certain time -> every 5/10 minutes maybe. The fast travel option could then be done away with completely, as it is to tempting to leave.

17) Training- introduce training minigames, where you have to earn your training point -> eg high level blade training u could have to execute a difficult combo, such as counterattack, slash, slash, thrust -> eg high level acrobatics, jump from moving block to moving block

18) Money making- be able to take on jobs, working at shops, as a hired blade, or even as a trainer

19) Mercenaries- make mercs available for hire, mages, archers, barbarians etc. Even become a mercenary yourself

20) Whole game effect- make important actions have an effect on the overall game world, eg if u clear out a hostile town, friendly citizens move in and rebuild. Quests should also play a part, and have visible effects on different areas of the game-> so you feel like your making a difference.

21) Restoration- When you clear the hostiles out of kvatch, it still burns for the rest of the game. Would be nice to see some repairs go on gradually, and citizens move in etc. New constructions in each town such as new houses would also be a nice edition

22) Arena- Have read a fair bit about the possibility of an online arena, possibly wen u reach a certain rank in the arena> you have the option to take on other human players, based on ur level. This is as far as multiplayer should go IMO

23) Morality- We shouldnt have to be the good guy all the time, and there shouldnt b 1 clearcut path that u have to follow. At minimum the main storyline should include 2 different paths/sides to support, both with good reason to be hostile towards the other-> so we have to choose based on our own morales. A gray choice, rather than just black and white

24) Relationships- give us some deeper relationships with certain NPCs, the ability to make friends as such. In oblivion the closest i came to a friend was Baurus, but nothing changed no matter how high his disposition.

25) Economy- A different, more realistic economy is needed-> which changes with the times. Merchants should drop/raise their prices depending on how their doing, wats happening in the world. Would also be nice to be able to own shops/businesses, using the same simple morrowind system which was effective and engaging. they could probably still improve on that system

26) Factions- Bring back some of the morrowind factions, as well as introduce totally new factions. Possibly make it so only a single faction can b joined at 1 time, or only factions closely related -> eg imperial legion and imperial cult. To join another faction, you must quit ur existing 1 -> making it very hard to get back in. Faction competition should play a bigger part, with the ability to join both sides, rather than just the good side.

All i can think of now, will add more as i think of it
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Sarah Bishop
 
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Post » Sat Feb 19, 2011 9:41 am

I do. Elder Scrolls manuals are cool.


I do to. I really like the concept art in the loading screens, they need more of it.
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Del Arte
 
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Post » Fri Feb 18, 2011 5:58 pm

Who reads the manual?


When Morrowind came out, i had the game manual by the bed for half a year or something like that!

But gettin' back to the suggestions, i'd really like spears and crossbows to return, it's sad that so many of the things that made morrowind such a breathtaking game was lost when they made oblivion. And perhaps a stripbar like the one in Suran!? B)
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James Shaw
 
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Post » Fri Feb 18, 2011 10:17 pm

-SNIP-

Sorry, I didn't read this and I usually don't pick on grammar but writing u, c and r instead of you, see and are is just PAINFUL to read.

Either rewrite it or forget it.
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nath
 
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Post » Sat Feb 19, 2011 1:16 am

Sorry, I didn't read this and I usually don't pick on grammar but writing u, c and r instead of you, see and are is just PAINFUL to read.
Either rewrite it or forget it.

Indeed. People can hardly expect others to take their suggestions seriously if they aren't even able to sell them in proper English.
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Soku Nyorah
 
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Post » Sat Feb 19, 2011 6:33 am

So, here's what I thought of for a TES V:

1.) Graphics: Of Course, a pretty natural point. Increased graphics for additional eyecandy is something I really love in a FPS-styled RPG. For example there are many modifications with really awesome places out on the internet, even for a game like Crysis; I was just astounded by the details and the "love" in all those things. While the graphics in oblivion was good back on it's release and still is, there are many graphical enhancement modifications, which just push it to the limit and make me drool. I'd love to see TES V with such details.

2.) Quests: I personally think that's one thing which really discouraged me from time to time. Even though it's an open world, I was missing some points where Oblivion just pushes you through the story. For example in the Overhaul "Nehrim" there's this quest with the black Troll, which really caught me. You just stumble into this whole situation and you're just thinking: "What the heck? Gimme a break, I don't even know what's going on!" - but the game just pushes you in order to survive this threat - which is okay, since a few moments later, the situation gets cleared up and you go: "Oh, I see." TES V should really implement moments like this, where you just have to survive a desperate situation where you just realize you can't handle the situation with common methods like beating the crap out of an enemy.

3.) Places: While Morrowind was a really exotic place, Oblivion just went pretty generous with a way too "clean" look. Sure, you found a beggar here and there, but you don't get any idea of how hard their lifes really are. And that's a point which decreased the realism - the beggars just seem to handle their situation and never complain about it - but you never get any idea if they're hungry or ill or something like that. I think, TES V should really add some more "Mature" ideas, where you actually see that it's not so easy to life in this world. And for the flora and fauna - it should get a bit more exotic here and there, not actually so generic and repeating - you just see the same trees, bushes, grass (and so on) over and over - which is sad in my opinion. It just made the game more "plastic" instead of believable. If you just take a look at the Pen&Paper Game "DSA - Das Schwarze Auge" ("The Black Eye" in english, I guess) - it's a huge world with many different places, plants, trees, animals, and so on - and that just makes it believable. I also miss something like "cursed woods" or something - when you explore the world you just miss some unique places which gives you some feeling of "A-ha!" - I don't want to see ayleyds(?)-ruins and demora-shrines over and over again.

4.) Races/People: For the "Races" / "Specimen" in Vvardenfell it just felt like everyone's going: "We're all happy friends" - I hope, nobody understands me in a wrong way, but that's just strange. I personally thought of Orcs being all "We're Orcs, and we're the strong guys here, so get lost!" - but no, they're just like everyone else - which isn't bad, but there are no tensions between single Races or even towns - everyone seems to just get along with each other (which wouldn't be bad IRL), which is quite utopic. There will always be some seperatistic guys who just hate others. You just come in touch with the bad side of Vvardenfell when you actually join the assassins guild or the thieves guild.

5.) Important people: TES IV was really lacking a bunch of important people. Even though you had a few of them, it was just way too less. I was missing some kind of buddys who join you in your fight here and there, or maybe a special person where you can actually come into some kind of relationship or love, which would be more interesting; Imagine a situation, a hard battle just raged and lots of people died. Your group is searching for you, but can't find you; Suddenly you just crawl out of the ruins and everyone's happy or maybe your "fiance" if possible, gives you a hug and a kiss - which would just raise the emotional part and it would add a good point of "reward" for your effort in winning the battle.

6.) No more "Good/Bad"-Storyline: Even though it was quite nice to play, I wasn't surprised about the end of the story. Even though I was able to do "bad/evil" decisions, like joining the thieves guild, I was always forced to actually become "the Knight in shining armor" - which just was pretty unbelievable for my character. I choosed him to be one of the bad guys, who just handle everything for their own benefits, but in the end I always had to destroy those portals, even though he could just say: "You know what? Just find someone else, who's willing to get killed!". Also, if I intended a character to be one of the good guys, I always had to start in the prison. I mean, if he's a good guy, who just denies to do crimes, how the heck did he end up there? For TES V I wish there will be different possibilities to start the game.

7.) NPCs: I know, lots of NPC cost a lot of performance, but I still missed a variation and a quantity in TES IV - Even for the imperial city it just seemed to end up with about 200 people, which is way to less for a capital city. You just get in there and thought: "Well... is anybody here?" - For TES V I wish there are more NPCs, even though they just run around minding their own business. For the guardsmen I wish they'd react more to wielding weapons, since nobody sane would just run around in a town with a weapon in his hand.

8.) Leveling System: It was okay in TES IV, but I basically think the whole system of "Repeat doing your stuff a million times, get to sleep and Ta-da you can add some points to stats which aren't involved with the skill at all!" - I mean, If I just make my class being connected with magic and acrobatics, which actually make pretty less sense IMO, why the heck can I add points towards intelligence if I just repeat on jumping around like a maniac? That doesn't make any sense at all. I think you could just connect talents and stats together, so for example if I keep on repairing stuff, I could gain strength and dexterity for example, because a smith actually needs strength for wielding his hammer and also some kind of dexterity to get the smack in the right place, which gets more complicated for more complex weapons and armor. You wouldn't gain something like speed or something like that at all, since your body specializes for the stuff you do. A wrestler would probably never be able to run like the world champion.

9.) Sleep/Hunger/Thirst: While this is criticied and kind of hard to implement, I somehow wish there was a system like that. Sure, it could be quite hard in serious situations, I somehow hunger for realism. For example: Your tired warrior just engages a fight - his reflexes would be decreased of course - but there's also adrenalin, which would compensate it - even though the warrior would be even more tired afterwards, if he survives at all. Maybe this could be integrated to get switched on or off at wish or at higher grades of difficulty.

10.) More weapons/Armor: I think the basic ones are just too generic. I miss special armor and weapons. Since people just "evolve" in different ways from place to place, there would also be different types of architecture, weaponry, apperances and so on. Everything seemed to be quite the same in TES IV.

11.) Sounds/Music: I think Oblivion had lots of potential. Even though the music was intended to be kind of epical all over, I was just missing some more thriving music for battles for example - just take a look at "Cultus Ferox - Brenner" for example, which is quite simple made has a far more intensive feeling, especially when you got into a fast battle with lots of foes. For the sound, I think it was just too thin. Way to less ambient.

12.) Multiplayer: Even though it's a bit hard to implement, I wish there was a multiplayer. Being thrown into such a free world with medieval settings it would have been nice to just join the world and meet new people, doing some custom stuff.

13.) Lightning: I really missed something like that.

These are my basic points I wish for TES V.
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Far'ed K.G.h.m
 
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Post » Sat Feb 19, 2011 9:28 am

I agree except with no.5. I agree with the basic concept, but I would hate the fiance part. I think the TES games should have a feeling that you are an outsider, almost estranged.
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Far'ed K.G.h.m
 
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Post » Fri Feb 18, 2011 8:58 pm

Did anyone else find the lockpicking skill, Security, to be quite useless? Lockpicking was fun, I loved lockpicking in Oblivion. Having to move tumblers and all. It was decently implemented.
But the actual skill Security was completely useless. Why? Because my level 40 Nord Warrior with 5 security skill could open Very Hard locks if I just took my time. That's a useless skill IMO.
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Phillip Brunyee
 
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Post » Fri Feb 18, 2011 9:44 pm


5.) Important people: TES IV was really lacking a bunch of important people. Even though you had a few of them, it was just way too less. I was missing some kind of buddys who join you in your fight here and there, or maybe a special person where you can actually come into some kind of relationship or love, which would be more interesting; Imagine a situation, a hard battle just raged and lots of people died. Your group is searching for you, but can't find you; Suddenly you just crawl out of the ruins and everyone's happy or maybe your "fiance" if possible, gives you a hug and a kiss - which would just raise the emotional part and it would add a good point of "reward" for your effort in winning the battle.



When you said this, it sorta reminded me of the ending cinematic in Mass Effect, where everyone thinks Shepard is dead, but he comes running down, but it wasn't like he was perfectly fine either, if i remember right it seemed as though he had a broken arm? but if they could get that out of a cinematic it would be pretty sweet nether the less
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Jesus Duran
 
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Post » Fri Feb 18, 2011 10:44 pm

I agree except with no.5. I agree with the basic concept, but I would hate the fiance part. I think the TES games should have a feeling that you are an outsider, almost estranged.

Oh, no love for me? :D
Actually, maybe they could come up with the decision whether to go into a relationship or not - if you want to, you just have to put effort in it, otherwise you'll just stay the outsider.
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Helen Quill
 
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Post » Fri Feb 18, 2011 7:16 pm

I agree except with no.5. I agree with the basic concept, but I would hate the fiance part. I think the TES games should have a feeling that you are an outsider, almost estranged.

"I think the TES games should have a feeling"

... You see, this sentence doesn't fit anywhere into any of Bethesda's games. I'd read the first page of my Oblivion manual, but I can't find it. :sadvaultboy:
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Alexis Estrada
 
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Post » Sat Feb 19, 2011 7:39 am

Did anyone else find the lockpicking skill, Security, to be quite useless? Lockpicking was fun, I loved lockpicking in Oblivion. Having to move tumblers and all. It was decently implemented.
But the actual skill Security was completely useless. Why? Because my level 40 Nord Warrior with 5 security skill could open Very Hard locks if I just took my time. That's a useless skill IMO.


Yes. But even if you are terrible at the lock picking mini game and your security is low, all you've got to do is reach level 10, speak to Nocturnal and get the skeleton key. From that point on, security becomes TOTALLY useless. Not only the key fortifys your security by 40 (I think), it also is unbreakable, unlike Morrowind.
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Becky Cox
 
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Post » Fri Feb 18, 2011 9:52 pm

I agree that security was pretty useless, they need to make it so your security skill itself has an impact on your success chance (if you have a high security, there is a larger area where you can click on so you have a better chance)
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matt white
 
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