TES V Ideas and Suggestions #180

Post » Sat Feb 19, 2011 2:53 am

I think the solution for lock picking is simple; if you don't have a high security, you simply can't open certain locks. :shrug: In Oblivion, that wasn't the case and leveling up security was pointless because as I said before, my Nord warrior who had a 5 in security could open very hard locks with just a few failed attempts. There's something hugely wrong with that.
Just make it so your security skill denotes what difficulty of lock you can pick.
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Daniel Lozano
 
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Post » Sat Feb 19, 2011 1:22 am

I think the solution for lock picking is simple; if you don't have a high security, you simply can't open certain locks. :shrug: In Oblivion, that wasn't the case and leveling up security was pointless because as I said before, my Nord warrior who had a 5 in security could open very hard locks with just a few failed attempts. There's something hugely wrong with that.
Just make it so your security skill denotes what difficulty of lock you can pick.


So . . . what they did in Fallout 3?
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Claire Vaux
 
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Post » Fri Feb 18, 2011 8:58 pm

So . . . what they did in Fallout 3?

Never should Bethesda revert to... that. Just because something is out of your league, that doesn't mean you can't try. Plus, it's annoying having 24 in lockpicking and not being able to open an 'easy' lock because it requires 25. :brokencomputer:
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Lyndsey Bird
 
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Post » Sat Feb 19, 2011 1:38 am

I think the solution for lock picking is simple; if you don't have a high security, you simply can't open certain locks. :shrug: In Oblivion, that wasn't the case and leveling up security was pointless because as I said before, my Nord warrior who had a 5 in security could open very hard locks with just a few failed attempts. There's something hugely wrong with that.
Just make it so your security skill denotes what difficulty of lock you can pick.


But I don't think that would work with that particular system, I.E. the interactive player-controlled system.
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Natalie Harvey
 
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Post » Sat Feb 19, 2011 2:21 am

But I don't think that would work with that particular system, I.E. the interactive player-controlled system.

All you'd have to do is make it so tumblers automatically fall until you reach a certain level in security, and even then, there's a chance it could fall and break your pick, just like in Oblivion. A combination of both systems is what I'm talking about basically. I still want player skill to be involved - but having 5 security skill and opening Very Hard locks is broken game design. So, implementing this skill restriction of sorts would fix that IMO.
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kennedy
 
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Post » Fri Feb 18, 2011 6:28 pm

I think they should just go back to Morrowinds method of lock picking, sure it's a little boring, but it really made the security important.
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Eileen Müller
 
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Post » Fri Feb 18, 2011 10:15 pm

I think that it is strange to have to sleep in a bed for a runaway warrior tired in the middle of nowhere, isolated in the nature, naturally he stretches out on the ground and "rrrrrrrrrrrr... rrr..." (not need of granny's bed :lmao:).
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maddison
 
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Post » Sat Feb 19, 2011 9:03 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.


must admit im suprised to hear that on a forum, but nevertheless edited it ^
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Hazel Sian ogden
 
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Post » Fri Feb 18, 2011 9:09 pm

must admit im suprised to hear that on a forum, but nevertheless edited it ^

All forums have their own communities, each one different. And if you're told by the Daniel_Kay to change it, you should probably change it.
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Robert Devlin
 
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Post » Sat Feb 19, 2011 7:52 am

- I would really like to see is more active NPCS.

When I walk into a tavern I want to see drunk shouting Nords playing cards at a table. Shady looking Khajits whispering in the corner. A female imperial tavern owner cleaning mugs behind the counter.

- Much more realistic lighting. Something I felt oblivion sorely lacked.
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Bryanna Vacchiano
 
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Post » Fri Feb 18, 2011 6:52 pm

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.


What about people like me? who skim through the manuel but dont read it word for word and miss stuff. like the grab key, i had no idea about that for like half of my first paly through until i saw the tip in the load screen.

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.


i believe that would fit under spelling not grammar. but anyway, u should probably get used to the u's,c's,and r's. they are pretty common, what with all the texting and what not.

I think the solution for lock picking is simple; if you don't have a high security, you simply can't open certain locks. :shrug: In Oblivion, that wasn't the case and leveling up security was pointless because as I said before, my Nord warrior who had a 5 in security could open very hard locks with just a few failed attempts. There's something hugely wrong with that.
Just make it so your security skill denotes what difficulty of lock you can pick.


This.

must admit im suprised to hear that on a forum, but nevertheless edited it ^


yea, it suprised me too, i mean i could understand if you spelled like OblivionFreak :P but just shortening words is very common.
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Nicholas
 
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Post » Sat Feb 19, 2011 3:26 am

What about people like me? who skim through the manuel but dont read it word for word and miss stuff. like the grab key, i had no idea about that for like half of my first paly through until i saw the tip in the load screen.
I would expect people like you who have realized their mistake to learn from it.
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Catherine N
 
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Post » Sat Feb 19, 2011 3:54 am

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.



yep, and imagine the wonders we will have with telekinesis that is actually "cool" and powerful to use, a mage throwing a table in ur face would be awesome, the weight of the object will determine how much mana it will use to get "lifted" and of course the level of skill will determine how far and how long u can throw/carry it, I hope to God we see a much more amazing spell/stealth system this time.

and I remember when some one said that my "spell/abilities" ideas was not ES style!!! I say that most my spell/abilities ideas are ALREADY in ES games, I just wanted more of them, more casting animation, more spell effects, and more passive abilities!! Oblivion already had this on a limited scale (skip on water ability for acrobats) so what is wrong with a strong destruction mage having an ignite or guided fire ball ability ?! nothing would be wrong, it would be just amazing :).
ability/tree lists for each in-game skill will not affect ES in a bad way it would only improve and will not in any way limit the players freedom, instead of the destruction skill being just that it will also have spell trees and special abilities that u gain as you level up the skill or do special quests.

I have UTTER faith that the Beth. team working on ES 5 is cooking one amazing game now. :wink_smile:
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Heather Stewart
 
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Post » Sat Feb 19, 2011 8:15 am

(skip on water ability for acrobats)


what was up with that anyways? You could be the best acrobat in the world but water is still not solid.
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MR.BIGG
 
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Post » Sat Feb 19, 2011 3:27 am

ability/tree lists for each in-game skill will not affect ES in a bad way it would only improve and will not in any way limit the players freedom, instead of the destruction skill being just that it will also have spell trees and special abilities that u gain as you level up the skill or do special quests.

On the contrary, skill trees dramatically limit freedom. If you want your mage to cast a lightning spell, you select it from the tree. And every other mage who wants to use lightning uses THAT spell, and if you have a multiclassed character who uses magic on the side they have to use THAT spell, and every enemy attacking you with lightning uses THAT lightning spell. Custom spellmaking lets you create exactly the character you have in mind. Spell trees create pre-defined classes that you have no choice but to make. It especially limits non-attack spells, which are already falling by the wayside. I don't want to enforce the lack of non-combat options.
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Sun of Sammy
 
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Post » Sat Feb 19, 2011 1:28 am

On the contrary, skill trees dramatically limit freedom. If you want your mage to cast a lightning spell, you select it from the tree. And every other mage who wants to use lightning uses THAT spell, and if you have a multiclassed character who uses magic on the side they have to use THAT spell, and every enemy attacking you with lightning uses THAT lightning spell. Custom spellmaking lets you create exactly the character you have in mind. Spell trees create pre-defined classes that you have no choice but to make. It especially limits non-attack spells, which are already falling by the wayside. I don't want to enforce the lack of non-combat options.


so instead of a level-able fire ball, a fire bolt, a fire wall, a fire ring, a rain of fire, a chargeable fire spell, you will have a............. fire ball spell that does not change when leveled/used, just endless variation of the same spell, ur custom fire ball does 20 fire damage, while enemy fire spell does 15 !??? and I said ability/spell trees for EACH major skill in game so if u chose destruction and level it u will get all the destruction spells, and if u want custom spells u CAN DO THAT TOO as long as u have the skill/skills to use ("skills" in case u combine two schools), I don't want spell making to go, I think its a great idea, but at least organize the already "scripted" spell into some form of tree.
enemies in oblivion who had magic skills still shot me with pretty much the same spells I used the only difference was the damage points, it was and will be forever BORING, there was no variety! What I suggested was MORE spells, and MORE abilities.

I'm sorry I just don't seem to get the less means more logic u guys use some times, don't u want a frost spell that freezes and a fire spell with cool animations !!
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Sophie Louise Edge
 
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Post » Sat Feb 19, 2011 5:59 am

my thoughts are - bring in the dwarves even if there beleived to all be dead maybe theres a lost city or something
- bring back medium armor
and MOST DEFFINATLY MAKE IT A CO OP AND ONLINE PLAY MMO MMO MMO!!!!
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K J S
 
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Post » Fri Feb 18, 2011 7:37 pm

i believe that would fit under spelling not grammar. but anyway, u should probably get used to the u's,c's,and r's. they are pretty common, what with all the texting and what not.

What happens in texting, stays in texting. Sure, it may be a necessary evil on the phone because the screen is so small, but when you have a huge computer screen with a scroll button, you don't need to text, it literally pains the mind to read. I used to play WoW. I quit out of frustration of the communities that place breeds.

Anyways, when you buy a house and target the door, it shouldn't say "My (City) House." I hate it when they put that. It should say "(Player)'s House." You don't need "My," it's way too informal, and you don't need the city name, either. I know I'm in the Imperial City, I know I'm in Skingrad, Cheydinhal, Chorrol, Anvil, Bruma, Leyawiin, Bravil. I don't need a game to tell me where I am, because I have a map, as well as common sense.
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Toby Green
 
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Post » Sat Feb 19, 2011 7:21 am

What happens in texting, stays in texting. Sure, it may be a necessary evil on the phone because the screen is so small, but when you have a huge computer screen with a scroll button, you don't need to text, it literally pains the mind to read. I used to play WoW. I quit out of frustration of the communities that place breeds.

Agreed, although its all in the phones button layout. Some use that alphanumeric(or whatever its called) and its next to impossible to type anything on that. I have the full keybourd layout on mine so I type full words.

On the topic of typing, you should, with ink and quill, is write your own journal notes and stuff in game.
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x a million...
 
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Post » Sat Feb 19, 2011 3:09 am

Agreed, although its all in the phones button layout. Some use that alphanumeric(or whatever its called) and its next to impossible to type anything on that. I have the full keybourd layout on mine so I type full words.

On the topic of typing, you should, with ink and quill, is write your own journal notes and stuff in game.


Writing words with the computer mouse/anolog stick is about as accurate as writing with your non-dominate hand. Upside down. Underwater. With two fingers. Writing "Kill the one with the hat" might come out as "KILDWONWOTDAHAT"
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Ridhwan Hemsome
 
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Post » Sat Feb 19, 2011 3:22 am

add a pet dragon and i'm happy lol :trophy:
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Trey Johnson
 
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Post » Sat Feb 19, 2011 3:17 am

Writing words with the computer mouse/anolog stick is about as accurate as writing with your non-dominate hand. Upside down. Underwater. With two fingers. Writing "Kill the one with the hat" might come out as "KILDWONWOTDAHAT"

Err, maybe if have autism, but no, I don't see how it'd be near as hard as you make it out to be.
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Andrew Tarango
 
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Post » Sat Feb 19, 2011 6:33 am

Err, maybe if have autism, but no, I don't see how it'd be near as hard as you make it out to be.

WLLUDWNTTOFNI[censored]FSTSOUDNTDRWN

Huff, huff, huff... That WAS difficult!
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Sarah Edmunds
 
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Post » Sat Feb 19, 2011 8:29 am

and MOST DEFFINATLY MAKE IT A CO OP AND ONLINE PLAY MMO MMO MMO!!!!


No. Just ... no. :slap:
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Jessie Rae Brouillette
 
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Post » Fri Feb 18, 2011 8:04 pm

my thoughts are - bring in the dwarves even if there beleived to all be dead maybe theres a lost city or something
- bring back medium armor
and MOST DEFFINATLY MAKE IT A CO OP AND ONLINE PLAY MMO MMO MMO!!!!

If there was an emoticon that showed me throwing my face into a wall, I'd use it right now.
Oh, wait.
:banghead:

There is a http://www.gamesas.com/index.php?/topic/1085332-official-tes-multiplayer-thread/ for talking about multiplayer in TES.
And dwarves are all dead, except 1. And I killed him. His name is was Yagrum. He's dead now though.
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Penny Wills
 
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