TES V Ideas and Suggestions #180

Post » Fri Feb 18, 2011 9:56 pm

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.


Have u (yea i just did that seeker :P) ever tried to draw out your letters? Typings easy, but trying to draw with a mouse is pretty hard to make legible.

WLLUDWNTTOFNI[censored]FSTSOUDNTDRWN

Huff, huff, huff... That WAS difficult!


lol, wth did u just say?

As for texting staying on cell phones, its hard to break a habit, if you are constantly typing "u" instead of "you" you'll do that when on the keyboard too, as evidenced by my mixmatch of u's and you's , i typed all those automatically, i just added the "i just did that" for kicks :P and maybe ur just uptight but you shouldnt quit a game just because you dont like the spelling of the community, if you like the game u should be able to ignore it, but if you dont like the game u shouldnt say u quit because of the spelling u should say u quit because you didnt like the game.
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Isaac Saetern
 
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Post » Sat Feb 19, 2011 1:05 am

lol, wth did u just say?

"Well you'd want to finish it quickly so you don't drown"
The censored part was the end of finish and it. :lol:
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maya papps
 
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Post » Sat Feb 19, 2011 12:48 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!!!!

WOW, when will random newcomers STOP DOING THIS???
But since that is inevitable.
When will I stop getting ALL WORKED UP WHEN I SEE STUFF LIKE THIS???

To save any of you from answering these questions.
Never and, uh, never.
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.

I didn't kill him.
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David Chambers
 
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Post » Sat Feb 19, 2011 12:45 am

In oblivion you were able to turn into a vampire, but couldn't really do anything. In the next Elder Scrolls if you can even be a werewolf or vampire they should make quests for when your a vampire or quests for when your a werewolf. Wouldnt it make being a vampire or werewolf more exciting?
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Elena Alina
 
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Post » Fri Feb 18, 2011 8:14 pm

id really like to see negative status effects decrease enchantment value when used in constant effect enchantments. So you could create items with really high level buffs, but they would be balanced because you would have to use negative effects to get the positive ones to a high amount.

also incorporate deadly reflex (oblivion mod) style combat with ducking, kicks, finishing moves, player controlled shield/weapon bashing, various stealth attacks while sneaking, etc.

more unique npcs with unique dialogue. something along the lines of the morrowind mod LGNPCS would be nice :) . i don't care if spoken dialogue has to be dropped; as long as most of them have different things to say. i mean, whats the point of spoken dialogue if every npc says the same three things?
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Jerry Cox
 
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Post » Sat Feb 19, 2011 7:35 am

id really like to see negative status effects decrease enchantment value when used in constant effect enchantments. So you could create items with really high level buffs, but they would be balanced because you would have to use negative effects to get the positive ones to a high amount.

I would also like to see a similar system for spells.

more unique npcs with unique dialogue. something along the lines of the morrowind mod LGNPCS would be nice :) . i don't care if spoken dialogue has to be dropped; as long as most of them have different things to say. i mean, whats the point of spoken dialogue if every npc says the same three things?

Ah, you've started something here. People seems to not think that voice files take up a lot of space. I have no idea why, but that's the way it's always been. (I completely agree)
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Lou
 
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Post » Fri Feb 18, 2011 8:45 pm

id really like to see negative status effects decrease enchantment value when used in constant effect enchantments. So you could create items with really high level buffs, but they would be balanced because you would have to use negative effects to get the positive ones to a high amount.

also incorporate deadly reflex (oblivion mod) style combat with ducking, kicks, finishing moves, player controlled shield/weapon bashing, various stealth attacks while sneaking, etc.

more unique npcs with unique dialogue. something along the lines of the morrowind mod LGNPCS would be nice :) . i don't care if spoken dialogue has to be dropped; as long as most of them have different things to say. i mean, whats the point of spoken dialogue if every npc says the same three things?


yep and don't forget Midas spell mod I want some of those spells as well :P.
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Katie Louise Ingram
 
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Post » Sat Feb 19, 2011 12:44 am

Perks are loved by some and hated by others, and it occurred to me that I don't think I've posted much/anything on what I would do with them. So...here's me doing that.

1.2.4 Perks

While all skills and attributes improve in basic functionality as they increase, they can be further enhanced with perks, special abilities that add specific bonuses to what a skill can do. Whenever a skill or attribute increases in level, the character earns perk points for that ability. These points can be seen by highlighting a skill, and used when the player enters a training screen, at which time they can choose to either train the skill itself or train new abilities by spending points. Not all training situations apply, depending on the context. For example, a relatively low-skill beginner's trainer or training gained as a quest reward may not offer the option. Self-training functions are often superior, such as a mage sitting down with their books to learn a perk through study. Perk points earned in a skill can only be spent on perks specific to that skill. Specifically, points are earned through using subskills, but chosen through the primary skill.

The perks that can be selected vary widely, from general effectiveness boosts to special attacks. They may improve an entire primary skill, or only a specific subskill. For example, the player can choose to train perks in Destruction. One perk might slightly reduce the difficulty of increasing duration, providing a benefit to all Destruction spells, while another could specifically increase the damage-to-magnitude ratio of fire spells. Attribute perks apply the same way, some directly improving an attribute while others are boosts to miscellaneous character features that don't fit under any one skill, such as enhancements to race traits. Perks cannot be used to change the advantages/disadvantages chosen at character creation, although the advantages/disadvantages selected may influence which perks are available.

Perks can be obtained in a variety of ways. Some may be available immediately, whenever the player has the points for them. Others have requirements, such as total skill level or previously learned perks. Rarer perks can be obtained from environment; discovering an ancient, rare spellbook might teach a magical perk, receiving training from a reclusive master, finding the hidden lucky tool of a legendary thief, and so on. Whether the perk is directly learned or simply unlocked for the option of training depends on the situation. Players do not earn enough points to learn every perk, and so must choose to customize specialization depending on the character. Skill degradation, such as from prison, does not take away level-specific perks, nor does regaining the lost levels grant additional points.
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Scott Clemmons
 
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Post » Fri Feb 18, 2011 10:11 pm

Actual food. No one eats an unpeeled potato alongside a raw chunk of mutton with a side of leek.
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Karl harris
 
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Post » Sat Feb 19, 2011 9:24 am

Actual food. No one eats an unpeeled potato alongside a raw chunk of mutton with a side of leek.

Or uncooked Daedric hearts with Scamp skin and Clannfear claws, as well as Spiddal Stick, Harrada, and Bloodgrass. :yuck:
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Jessica Lloyd
 
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Post » Fri Feb 18, 2011 8:21 pm

I really prefered spells such as levitate and mark/recall like in Morrowind. The gameplay was alot better in my opinion because you had to look through your journal more and where there was no marker to quests NO FAST TRAVELING!, what's the point having a huge map when you can just traverse it in a second, it just made the game more challenging and made a better feel to it like you was there, not like on oblivion when you dont even have to know why you're doing it or the names of where to go so long as you do it. and the idea that you only have a chance to cast a certain spell instead of just "oh no you're not skilled enough" but with it if the spell is too good for you and you fail it should like backfire on you or something like that. i think that would make the game more challenging.

I liked on oblivion how you could just sit down and other stuff like that, but you should be able to display armour on a stand like on the knights of the nine expansion pack, you know. just go and buy the stand from the shop and place it down where ever you want even in the woods. i also liked the alters which you used to make spells and not the people making it for you, maybe even have a skill for them both and that's how you determine how good the things you are making actually are.

And if there is going to be a new one a must in my opinion is that you should definatley have to be good in certian skills before you can advance in rank like on morrowind. I didn't know anything about spells but somehow i can become arch-mage. lol.

I think Bethesda had it right with Morrowind, the only things i'd change are the graphics (obviously) the sitting down and relaxing in a house more, having lockpicking like on oblivion, but have it so if a lockpick breaks then you get reported or the owner does if he sees you. because any normal person would just think you are opening the door but if you break one, you'd have to get another, then people would be suspicious. Also things like dragons should be added in or like an animal is associated with a memeber of the divine and if you become very well in their favour then you're granted one as a pet. summon horses to ride around on or other creatures. Have proper foods to eat or have ingredients but if you don't prepare them to eat you can get ill, cause no one would just raw fire salts, or anything like that...meat could be contaminated no one eats that raw. you should have to cook it like you see the goblins doing to rats. Also use anything as a weapon. maybe even be able to make your own weapons with anything you find, like a meat sword even. just for the sake of it. you should be able have more scenery effects to spells so like burning down trees but it grows back eventually, seasons should be added and i've noticed you can stand on top of a mountain top completely naked but you don't get cold and die or anything you're fine, the effects of the place you're in should have some kind of effect on your guy. food should keep you alive where you need it to survive and stuff.

All these are just some random ideas of what i'd like to see in TES V.
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Sara Johanna Scenariste
 
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Post » Fri Feb 18, 2011 8:03 pm

Or uncooked Daedric hearts with Scamp skin and Clannfear claws, as well as Spiddal Stick, Harrada, and Bloodgrass. :yuck:



LOL

and scales :yuck:
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Lexy Corpsey
 
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Post » Sat Feb 19, 2011 3:46 am

Or uncooked Daedric hearts with Scamp skin and Clannfear claws, as well as Spiddal Stick, Harrada, and Bloodgrass. :yuck:

One time there was too much stuff in my inventory so I ate Ogre Teeth... for some reason the "drain intelligence" effect felt fitting.
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Rodney C
 
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Post » Sat Feb 19, 2011 6:31 am

One time there was too much stuff in my inventory so I ate Ogre Teeth... for some reason the "drain intelligence" effect felt fitting.

Well if your character had been more intelligent, they'd use the proper http://www.youtube.com/watch?v=Lzw6nRnaQG0.
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Sophie Morrell
 
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Post » Fri Feb 18, 2011 11:36 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 of over 10,000 to 100,000 soldiers (unlike Oblivion when the most soldiers you fought with were 2 or 3 from each town) IF you do break up the Empire & launch it into a civil war.
12. And finally, again, lets you control & command HUGE 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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Tammie Flint
 
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Post » Sat Feb 19, 2011 3:20 am

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 of over 10,000 to 100,000 soldiers (unlike Oblivion when the most soldiers you fought with were 2 or 3 from each town) IF you do break up the Empire & launch it into a civil war.
12. And finally, again, lets you control & command HUGE 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.


Most of these, in theory, sound cool, but they probably wouldn't work out very well in real life. Some are just unrealistic (ALL of the Provinces in detail), some would drag the game to a halt (10,000 soldiers on-screen at once), and some are just made with the assumption that TESV will be Oblivion 2.0 (#s 4, 5, 6, 7, 9)
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kirsty williams
 
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Post » Fri Feb 18, 2011 8:21 pm

Actual food. No one eats an unpeeled potato alongside a raw chunk of mutton with a side of leek.
Or uncooked Daedric hearts with Scamp skin and Clannfear claws, as well as Spiddal Stick, Harrada, and Bloodgrass. :yuck:
There should be a food section of your inventory separate from the alchemy section which you consume automatically appropriately when you rest, which gives you bonuses to your daily fatigue. Alchemy should change to be much more like the Witcher system, where you are using arcane ingredients and not loaves of bread, and the process takes time. I would also prefer that all potions take a little while before they start working, and last for a lot longer. No potions of instant health, they should never increase your health more than one point per five game minutes.
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TOYA toys
 
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Post » Fri Feb 18, 2011 10:58 pm

Well if your character had been more intelligent, they'd use the proper http://www.youtube.com/watch?v=Lzw6nRnaQG0.

Ah of course, how could I have forgotten? I knew I should have picked them up at the General Store where I saw them.
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M!KkI
 
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Post » Sat Feb 19, 2011 6:30 am

I would like the ability to bind multiple items to a hotkey (think of it as a hotkey "set").

I always made a "travel set" of clothing that contained speed and atheltics boosts, however, it was annoying to have to pause the game and switch each piece of clothing for my armor every time an enemy spotted me (while I was travelling on a "patrolled" road, no less). By binding multiple items to a single hotkey, I can press 1 for my travel set, and 2 for my combat set.
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Sophie Louise Edge
 
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Post » Sat Feb 19, 2011 5:55 am

While I have said this before I think it's worth repeating.

PLEASE, real time shadows. And no, don't screw around with soft shadows, make it HARD shadows at least. Thief 3 has hard shadows and they look better than many of the soft shadow methods I see nowadays because they at least have smooth edges and don't look pixelated unlike many newer ones.
Hard shadows swallow a FRACTION of the processing power soft shadows require and still enhance the atmosphere enormously.
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OnlyDumazzapplyhere
 
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Post » Sat Feb 19, 2011 9:14 am

While I have said this before I think it's worth repeating.

PLEASE, real time shadows. And no, don't screw around with soft shadows, make it HARD shadows at least. Thief 3 has hard shadows and they look better than many of the soft shadow methods I see nowadays because they at least have smooth edges and don't look pixelated unlike many newer ones.
Hard shadows swallow a FRACTION of the processing power soft shadows require and still enhance the atmosphere enormously.


I have to agree to this one, and while were at it, atleast make the game run with multiple cores on cpu.
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Eoh
 
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Post » Sat Feb 19, 2011 3:23 am

Movement controls:
You should have more control over the way your character moves. Here are a few suggestions on what movements you can perform and how they can be executed.


Sprint:
This was really lacking from Oblivion and Morrowind, you could either just go really slow OR really fast.
Instead of speed simply making you run faster there should be a sprint key, sprinting is then primarily influenced by the speed attribute. It wouldn't influence how long you can sprint, that would be bound to your fatigue, but how fast you can sprint.
Running itself would still get some bonus from speed but far smaller than before, this would prevent you having to dash everywhere when you just want to go somewhat fast but really do a mad dash when needed.


Kick:
Kicking wouldn't really require it's own key, instead it could be executed by tapping forward fast.
Kicking could be context sensitive, if something small is in front of you you just make a low kick like hitting a soccer ball, when there's a tall target in front of you you do a higher kick.
Kicking would be useful to get some distance between you and your opponent, plus if he constantly hides behind a shield you could give it a kick that possibly makes him trip.


Push:
It was always annoying when NPCs stood in your way, having a way to move them would help.
This could depend on your movement speed.
-While sneaking you don't move NPCs at all.
-While walking normally you push them aside a little but you too move aside a bit so you can get past each other.
-Running you push a bit more fiercely but still try get out of the way.
-Sprinting you just push and shove everything that can move out of your way as hard as you can. If you hit someone sideways you push him aside, if someone stands directly in your way you shove them down.

Additionally this could vary depending if you're in combat mode or not.
In combat mode NPCs would likely move out of the way a bit more on their own. Sprinting would turn from shoving someone to a full body check which has much more of a chance to throw your target off it's feet and actually tossing it into the direction of thrust.


Climbing:
Lack of climbing was very annoying. Thief 3 did it quite well in my opinion also with wall scaling, you had to walk into a wall and then jump to hang onto it, that way you didn't climb automatically when you didn't want to but still had the possibility to climb walls.
However even if they don't have wall scaling there should at least be ledge grabbing and climbing ladders and ropes, simply make those interactable objects and automatically grab ledges when jumping next to an object and you can reach the edge.
Also objects that are just waist high should just be hopped over instead of never making over because you jump 2cm too short of passing it.


Other moves:
-Leg sweep:
Perform a kick while kneeling, can make targets trip.

-Slide:
Kneel while sprinting, can throw someone off his feet.

-Long jump:
Jump while sprinting, you perform a long jump, depending on your landing you can stay standing or have to roll off.

-Attack while blocking:
It should be possible to attack over your shield or past the side, mostly stinging forward though.

-Stab forward:
Make stabbing a basic move again, most swords have a pointy tip for a reason after all and it's best to keep opponents at a distance.
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kasia
 
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Post » Sat Feb 19, 2011 12:22 am

So Daniel_Kay, you basically want TES:V to have the controls of Splinter Cell? :P
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James Smart
 
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Post » Sat Feb 19, 2011 3:50 am

While I have said this before I think it's worth repeating.

PLEASE, real time shadows. And no, don't screw around with soft shadows, make it HARD shadows at least. Thief 3 has hard shadows and they look better than many of the soft shadow methods I see nowadays because they at least have smooth edges and don't look pixelated unlike many newer ones.
Hard shadows swallow a FRACTION of the processing power soft shadows require and still enhance the atmosphere enormously.

You shouldn't compare Thief and Oblivion. Thief is on unreal engine. The shadows are all baked. TES is always dynamic. A solution like this:
For interior engine:
http://i51.photobucket.com/albums/f386/vtastek/Metro2033/sc01/Metro20332010-08-0201-47-25-65.jpg
http://i51.photobucket.com/albums/f386/vtastek/Metro2033/sc01/Metro20332010-08-0204-24-38-00.jpg
http://i51.photobucket.com/albums/f386/vtastek/Metro2033/sc01/Metro20332010-08-0204-10-18-35.jpg
http://i51.photobucket.com/albums/f386/vtastek/Metro2033/sc01/Metro20332010-08-0202-59-22-77.jpg
http://i51.photobucket.com/albums/f386/vtastek/Metro2033/sc01/Metro20332010-08-0201-51-42-22.jpg
http://i51.photobucket.com/albums/f386/vtastek/Metro2033/sc01/Metro20332010-08-0201-44-42-49.jpg
http://i51.photobucket.com/albums/f386/vtastek/Metro2033/sc01/Metro20332010-08-0201-18-37-45.jpg
http://i51.photobucket.com/albums/f386/vtastek/Metro2033/sc01/Metro20332010-08-0110-29-14-14.jpg
http://i51.photobucket.com/albums/f386/vtastek/Metro2033/sc01/Metro20332010-08-0110-23-08-05.jpg
http://i51.photobucket.com/albums/f386/vtastek/Metro2033/sc01/Metro20332010-08-0110-22-40-23.jpg

For exterior:
http://i51.photobucket.com/albums/f386/vtastek/crysis/sc01/00005.jpg
http://i51.photobucket.com/albums/f386/vtastek/crysis/sc01/00004.jpg
http://i51.photobucket.com/albums/f386/vtastek/crysis/sc01/00002.jpg

Note the similarity between Metro 2033 interior shots and Oblivion's interior engine. They look similar for a reason as both use dynamic lighting.

For Crysis shots, Morrowind is like half-way Crysis. With MGE, we have been closer to it then Oblivion.

We deal with simple ini settings like
Sky Day Color=028,90,137
Fog Sunset Color=102,102,166
Fog Night Color=015,049,069
Ambient Sunset Color=055,061,077

when Crysis has this:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/morrowindmisc/crysistodeditor2.png

The detail shows:
http://i51.photobucket.com/albums/f386/vtastek/crysis/sc01/00005.jpg
http://www.gamesradar.com/pc/crysis/screenshots/g-2006032914441159019
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Christine Pane
 
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Post » Sat Feb 19, 2011 9:05 am

So Daniel_Kay, you basically want TES:V to have the controls of Splinter Cell? :P

If it works, why not? :gun:
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trisha punch
 
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