TES V Ideas and Suggestions #181

Post » Fri Feb 18, 2011 11:41 pm

How about the bringing back of transportation spells such as levitation and wall-removing(wasn't it on of the older tes games that had a spell that allowed you to remove a wall here and there), also i would love to see magical a.k.a. creatures not on earth added in as if normal more often(less wolf, more werewolf) also was it just me or did tes4 seem to be missing weapons(aka, katanas, dai-katanas, tantos, wasasakis, spears, throwing weapons, crossbows, sharp axes)

also in the games, when wearing light armor i didnt fell any different than wearing heavy, i just avoided combat alot more, it would be nice to see the armor system reamped, and have more customization, such as pauldrons, gauntlets, greaves, boots, cuircasses, every thing, each having an advantage for being light or heavy
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Daniel Holgate
 
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Post » Sat Feb 19, 2011 7:46 am

What about duel wielding? Like Hildegard von Krone in http://www.youtube.com/watch?v=Ozv6C87B50I&feature=related?
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Je suis
 
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Post » Sat Feb 19, 2011 8:16 am

TESV Needs combat like Dark Messiah of Might and Magic.

i thought Oblivions combat was rather .. clunky.
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Ells
 
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Post » Sat Feb 19, 2011 4:50 am

What about duel wielding? Like Hildegard von Krone in http://www.youtube.com/watch?v=Ozv6C87B50I&feature=related?

I'd make it that it's only possible with rather light weapons or ones specially made to dual wield like Butterfly swords.
Dual wielding with a light sword and bearded axe is possible for example as you can use the axe to break a block/defense and the sword to attack, or you can throw the axe.

EDIT:
Oh yea on the poisons I forgot something.

Hallucinogens: Can cause hallucinations and can potentially cause random skill fluctuations due to brain malfunctions.

Also poisons should have secondary effects so you can't just counter out one poison with an antidote or the opposing effect poison.
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Gemma Woods Illustration
 
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Post » Sat Feb 19, 2011 9:26 am

Get rid of leveled armor and also get rid of leveled enemies.

Add more armor and weapons and also be able to Equip a shirt under your armor. Cities shouldn't automatically allow you to fast travel to them if you never discovered them.
Don't have Mehrunes Dagon be the automatic bad guy.
New abilites to the different races like instead of Bretons being 50% resistance to regular magic have them be 25 Resistance to Fire, Frost and Lighting.
Hopefully have the Umbra weapon in the game although due to the events of Infernal City thats probably not gonna happen.
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Taylor Tifany
 
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Post » Sat Feb 19, 2011 9:04 am

TESV Needs combat like Dark Messiah of Might and Magic Mount & Blade


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Nick Jase Mason
 
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Post » Fri Feb 18, 2011 11:01 pm

Get rid of leveled armor and also get rid of leveled enemies.

Add more armor and weapons and also be able to Equip a shirt under your armor. Cities shouldn't automatically allow you to fast travel to them if you never discovered them.
Don't have Mehrunes Dagon be the automatic bad guy.
New abilites to the different races like instead of Bretons being 50% resistance to regular magic have them be 25 Resistance to Fire, Frost and Lighting.
Hopefully have the Umbra weapon in the game although due to the events of Infernal City thats probably not gonna happen.


Yeah what was Greg Keyes thinking!? That was one of my favorite weapons. Though, then again, it's supposed to take place decades after the two novels, right?
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Ana Torrecilla Cabeza
 
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Post » Fri Feb 18, 2011 11:37 pm



The already used "grab" button, give it an additional function.
As suggested before, in normal gameplay it's just "pick stuff up", in combat it's "take and throw" and could additionally be used as the "mode switch" button by holding it down while nothing is selected.


Sorry to be pedantic, but I was actually thinking the other way around, like, tapping the grab button during weapon in hand would do the "switch", while holding it down would throw. This is because I would say that switching is more tactically valuable during close combat (time sensitive), while throwing is usually something you do when the enemy is at a distance. :)
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Sylvia Luciani
 
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Post » Sat Feb 19, 2011 6:11 am

Sorry to be pedantic, but I was actually thinking the other way around, like, tapping the grab button during weapon in hand would do the "switch", while holding it down would throw. This is because I would say that switching is more tactically valuable during close combat (time sensitive), while throwing is usually something you do when the enemy is at a distance. :)

Yea makes sense.

On the combat system, I haven't played Mount & Blade or Dark Messiah so I can't really comment on those but it should really develop a "unique" system that's more dynamic and actually has some weight to it.

EDIT: One thing is not just dynamic movements of the character but also the camera, in many games it just looks horribly stiff like you play a remote controlled camera.
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Darlene DIllow
 
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Post » Sat Feb 19, 2011 5:40 am

How about we just get rid of LEVEL everything! Make everything skills based on how much you use a skill, so like every couple of weeks your stamina lowers if you don't run. The trade off being that if you sneak all the time it's going to be really high but your running might be really low because you do sneak all the time. It would force the player to choose to get really good with a bow or somewhat good with a bow and sword. I've suggested this before.
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Madison Poo
 
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Post » Sat Feb 19, 2011 10:05 am

How about we just get rid of LEVEL everything! Make everything skills based on how much you use a skill, so like every couple of weeks your stamina lowers if you don't run. The trade off being that if you sneak all the time it's going to be really high but your running might be really low because you do sneak all the time. It would force the player to choose to get really good with a bow or somewhat good with a bow and sword. I've suggested this before.

Would be fine in my book, removing as much unnecessary leveling as possible.
I'd in fact uncouple your physical attributes and conditions from your levels as much as possible.
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Tai Scott
 
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Post » Sat Feb 19, 2011 6:23 am

Skills should degenerate over time, but if you were once a master of blade, even after a year of not touching a sword you're not going be a total newb. Sure, you're going to be pretty rusty, but re-familiarizing yourself with something doesn't necessarily take a month. Perhaps a day or two of sparring you should be back on your feet. Skills should never drop below 50, just in for the sake of game balance. You're using a bow, right? Well, what if your target get's too close? Are you just supposed to wildly swing an axe around while you are hopelessly clobbered? There should definitely be some kind of... "gym" option in TES V. Trainers can train you for a currently overpriced fee, but a quick spar wouldn't cost much. Heck, if someone wanted to spar with me I'd do it for free. It's more of an activity than it is a service.
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Franko AlVarado
 
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Post » Sat Feb 19, 2011 6:34 am

Skills should degenerate over time, but if you were once a master of blade, even after a year of not touching a sword you're not going be a total newb. Sure, you're going to be pretty rusty, but re-familiarizing yourself with something doesn't necessarily take a month. Perhaps a day or two of sparring you should be back on your feet. Skills should never drop below 50, just in for the sake of game balance. You're using a bow, right? Well, what if your target get's too close? Are you just supposed to wildly swing an axe around while you are hopelessly clobbered? There should definitely be some kind of... "gym" option in TES V. Trainers can train you for a currently overpriced fee, but a quick spar wouldn't cost much. Heck, if someone wanted to spar with me I'd do it for free. It's more of an activity than it is a service.

I'd suggest this.

Your skills going to 100 is NOT mastery, that's the "average mans peak performance" so to say, something a trained man can reach. And it's not really unlike to have a 100 in all fields like that, there are a lot of multi talents who are well versed in everything, not masters but quite skilled in what they do.
Master is around 150, something you can only reach through heavy dedication and training.

Your skills don't degenerate past 100, however they can drop down from over 100 TO 100 again. That means a mastery skill you haven't touched in forever will eventually degrade back to 100. Like this you can only "juggle" a few skills at over 100, ones you really regularly use and keep trained.
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Liv Staff
 
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Post » Fri Feb 18, 2011 9:35 pm

Mount & Blade combat would make third-person so much more accessible for players. Not to mention how awesome spears would be.
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NO suckers In Here
 
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Post » Sat Feb 19, 2011 8:07 am

Hey folks! This is my first post on these boards so I hope I'm doing it right haha. Anyway I made a list of suggestions/improvements a while back after playing Oblivion and Morrowind so I'm going to post a few I think are the most important to me. Not so much gameplay mechanics but more or less just features I'd really like to see in a future game.

I Daedric Quests

I think Oblivion got one thing right with adding more shrines and quest possibilities for the Daedric Princess. The thing I found annoying though is 1) there are only a few awesome rewards and 2) finding the shrines and bringing them the correct offering (if an offering is even required) is harder than carrying out the quest.

1) I'm a huge fan of stealth like classes and it dissapoints me the only things helpful are the Savior's Hide and the skeleton key. I want to see a nice bow or possibly a weakness to poison + poison dmg dagger.
2) I don't know about you guys but I'm a fan of challenge. Not necessarily as far as how hard enemies are to kill but in terms of puzzle solving and quest length.

II Soul Gems

Soul Trapping is something I do with every mob I kill. To me, a 1 second soul trap is a must for every weapon I carry or spell I cast. But I don't like how higher level soul gems can capture the souls of lower level soul gems and there is an easy way to fix it. Each soul gem can only carry a soul from its specific level. However, you can easily downgrade soul gems at a mages guild to make them easier to obtain. For example, you can trade a grand soul gem for 2 greater, 3 common, 4 lesser, or 5 petty. A greater soul gem will get you 2 common, 3, lesser, or 4 petty and so on. This is much more efficient and makes it impossible for a petty soul to accidentally get traqed in a grand soul gem.

III No Friendly Fire

By "Friendly Fire" I only mean when you are on an escort quest or fighting beside allies. NPCs have no problem whatsoever with getting in your way when you're trying to attack something. It's annoying and even if it adds more realism I'd lke to see it removed. But only durring missions of course.

IV Tabards

I'm sure most of us enjoy bringing back artifacts we find in the world back to our houses and putting them on display even though no one in real life would see them. At least, I'm like that. I'm a collector but collecting things isn't enough. I want to wear my accomplishments as well preferably as a tabard of sorts. There should be a tabard for being a guildmaster or completing a great feat. Maybe I'm just weird, but stuff like that brings me a small sense of satisfaction even if its just a game.

That's all I have and I hope I introduced some new ideas. Thanks for reading =)
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Helen Quill
 
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Post » Sat Feb 19, 2011 8:27 am

I'd rather make it so skills don't drop below half the max value they ever had!
but the last steps will be very gradually while the first ones will drop down in up to no time!
so, for example, if your skill reaches, says, 150, and you don't use it anymore, it drops to 125 pretty fast, then decreases gradually to 100 and over the course of like 2 in game months, it may drop down to 75 and that'd be about it.
Heck, there could even be damage skill spells, which will make your skill drop down and when you don't heal it up again in time, the damage will slowly begin to become permanent!
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Lyndsey Bird
 
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Post » Sat Feb 19, 2011 10:35 am

I'd rather make it so skills don't drop below half the max value they ever had!
but the last steps will be very gradually while the first ones will drop down in up to no time!
so, for example, if your skill reaches, says, 150, and you don't use it anymore, it drops to 125 pretty fast, then decreases gradually to 100 and over the course of like 2 in game months, it may drop down to 75 and that'd be about it.
Heck, there could even be damage skill spells, which will make your skill drop down and when you don't heal it up again in time, the damage will slowly begin to become permanent!

Pretty much what I said but I wouldn't really do degrading below 100.
But you did mention the "faster drop - slower drop" I forgot. From 150 - 140 the drop would be pretty fast, from 140 - 120 a bit slower and from 120 - 100 quite slow.
Different characters and between species and races can have different "flexible caps" so the pull on their skills is different, one drops faster from 150 - 100 than others would, like hitting a rubber band with different flexibility at the tip of a skill.
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Emily Graham
 
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Post » Sat Feb 19, 2011 1:29 am

It seems like it would make more sense to have a limit on skill points ABOVE 100, like 50 total. You could raise one skill to 150 (Grand Mastery), or else raise 5 skills to 110 each, or some other compromise. Raising one of those 5 skills to 111 would draw down all of the other 4 "Master" skills by 1/4 point each.

It seems reasonable that you could concentrate hard enough on a single thing to truly master it, but dividing your attention and concentration between several would place a limit to your abilities in all of them.

I don't want to see a "Jack of all trades, Master of All". A character should be able to get "good" at multiple skills, but one who focuses should be rewarded in that field, more so than one who chooses to diversify. The trend in the series seems to be to give everyone everything, whether they earn it or not, and I don't like it. Having everything handed to you on a Daedric platter (or Limeware, at the very least) takes away the satisfaction of success.
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jenny goodwin
 
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Post » Sat Feb 19, 2011 9:48 am

TESV Needs combat like Dark Messiah of Might and Magic.

i thought Oblivions combat was rather .. clunky.


yes BUT they should of course upgrade that system too :P but its wayyyy better than oblivion combat system and that's for sure.
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sophie
 
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Post » Sat Feb 19, 2011 5:51 am

It seems like it would make more sense to have a limit on skill points ABOVE 100, like 50 total. You could raise one skill to 150 (Grand Mastery), or else raise 5 skills to 110 each, or some other compromise. Raising one of those 5 skills to 111 would draw down all of the other 4 "Master" skills by 1/4 point each.

It seems reasonable that you could concentrate hard enough on a single thing to truly master it, but dividing your attention and concentration between several would place a limit to your abilities in all of them.

I don't want to see a "Jack of all trades, Master of All". A character should be able to get "good" at multiple skills, but one who focuses should be rewarded in that field, more so than one who chooses to diversify. The trend in the series seems to be to give everyone everything, whether they earn it or not, and I don't like it. Having everything handed to you on a Daedric platter (or Limeware, at the very least) takes away the satisfaction of success.

Hmm that could work but it would feel a bit too arbitrary to me.
How about this, the more and further skills are over 100 the faster the drop down rate for them becomes, like it's getting harder to keep all this stuff in your head. After a while it would effectively make progressing many skills over 100 impossible as they drop off again too fast only allowing a limited amount to stay there.
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Hilm Music
 
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Post » Sat Feb 19, 2011 1:36 am

That Anvil pic isn't exactly right, it is a dummy exterior. I am sure real interior was more detailed. Daggerfall has a nice size but it is too generic. Look at some Tamriel Rebuilt shoots for scale:
http://a.imageshack.us/img708/4595/mgescreenshot19.jpg
http://img230.imageshack.us/img230/2770/almalexiamournholdsf0.jpg
http://a.imageshack.us/img180/3069/mgescreenshot23.jpg

They really should open the cities in next game. I can burst in all capitals for this. (Also bring back levitation as you won't need it with open cities.)


man seeing that morrowindish town made me nostalgic :P damn you :cry:

and yes the tiny villages in oblivion were ... well tiny :violin: its sad seeing that a "city" had a population of 13 people... AND WHERE ARE ALL THE CHILDREN honestly make them unkillable if you are afraid we are gonna go on a town killing spree shish. fallout 3 anyone :P
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mollypop
 
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Post » Sat Feb 19, 2011 12:42 am

before I forget I just want to say that I want them to forget about using voice overs in favor of more complex quests.

they can voice over hello, die, help, run, bye and all the basic stuff, but for the sake of money saving time saving and good game play saving just bring back texts of complex awesome quests. Realistacly I know they can't voice over 100+ quests, but I want 1000+ quests this time around so ya I can live with texts.
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Anna Beattie
 
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Post » Fri Feb 18, 2011 10:28 pm

Would be fine in my book, removing as much unnecessary leveling as possible.
I'd in fact uncouple your physical attributes and conditions from your levels as much as possible.

I very much agree, when you tye physical attributes to abilities it very much limits choice, the only way to truly have freedom of choice is with an active leveling system that increases and decreases based on what you use and how you interact with the environment. With herbalism you might fail after 20 tries or something but slowly get better over time. Some skills would stay good, like riding a bike. Once you reach that threshold you know how to ride a bike, maybe not well. Though well enough.
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Isabella X
 
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Post » Fri Feb 18, 2011 10:33 pm

wouldn't be awesome if there is NO LEVELING or levels in the old sense...

think about it, u can "advance" in skills and learn spells, BUT, like in more "realistic" games you can still die if u get an arrow into ur heart... think about it for a minute imagine how useful heavy armor would become, and instead of it taking away a percentage of damage it will protect you from weapons (not completely it still has limits), and facing a mage would really make u use those resistance potions (which now instead of numeric values they just give you resistance to a certain element/magic attack an let u NOT get one shooted by mages)

imagine how amazing stealth would be when u can back stab that bandit and drag his corpse into a dark corner.

I don't know I just think its time to get out of the ancient D&D mentality, since we have the technology now that can mimic a much more engaging world.

I think it would be interesting that instead of a 10 in blade skill or 50 in Armour, u just get better at using blades and u can make more accurate hits and use better moves and swing faster with more balance, and in Armour you just learn to make better weapons and armor and learn how to fix stuff better.

P.S. OK I copied this from the realism post so that my "heretic" ideas would be seen here as well :P
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Kahli St Dennis
 
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Post » Fri Feb 18, 2011 8:15 pm

wouldn't be awesome if there is NO LEVELING or levels in the old sense...

think about it, u can "advance" in skills and learn spells, BUT, like in more "realistic" games you can still die if u get an arrow into ur heart... think about it for a minute imagine how useful heavy armor would become, and instead of it taking away a percentage of damage it will protect you from weapons (not completely it still has limits), and facing a mage would really make u use those resistance potions (which now instead of numeric values they just give you resistance to a certain element/magic attack an let u NOT get one shooted by mages)

imagine how amazing stealth would be when u can back stab that bandit and drag his corpse into a dark corner.

I don't know I just think its time to get out of the ancient D&D mentality, since we have the technology now that can mimic a much more engaging world.

I think it would be interesting that instead of a 10 in blade skill or 50 in Armour, u just get better at using blades and u can make more accurate hits and use better moves and swing faster with more balance, and in Armour you just learn to make better weapons and armor and learn how to fix stuff better.

P.S. OK I copied this from the realism post so that my "heretic" ideas would be seen here as well :P

I agree, like Armor has a break percentage or something, so if you shoot someone in the chest it has a percent chance to break though there armor based on your strength and luck also the properties of the bow attempting to make the break.
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!beef
 
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