TES V Ideas and Suggestions #181

Post » Fri Feb 18, 2011 8:45 pm

Welcome to TES V Ideas and Suggestions # 181

This thread is for ideas and suggestions for TES:V and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the levelling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.

http://www.gamesas.com/index.php?/topic/1085256-tes-v-ideas-and-suggestions-thread-%23160/
http://www.gamesas.com/index.php?/topic/1086102-tes-v-ideas-and-suggestions-thread-%23161/
http://www.gamesas.com/index.php?/topic/1087658-tes-v-ideas-and-suggestions-thread-no-162/
http://www.gamesas.com/index.php?/topic/1089003-tes-v-ideas-and-suggestions-163/
http://www.gamesas.com/index.php?/topic/1090035-tes-v-ideas-and-suggestions-164/
http://www.gamesas.com/index.php?/topic/1090714-tes-v-ideas-and-suggestions-165/
http://www.gamesas.com/index.php?/topic/1092018-tes-v-ideas-and-suggestions-166/
http://www.gamesas.com/index.php?/topic/1094008-tes-v-ideas-and-suggestions-167/
http://www.gamesas.com/index.php?/topic/1096483-tes-v-ideas-and-suggestions-168/
http://www.gamesas.com/index.php?/topic/1099525-tes-v-ideas-and-suggestions-169/
http://www.gamesas.com/index.php?/topic/1102208-tes-v-ideas-and-suggestions-170/
http://www.gamesas.com/index.php?/topic/1104003-tes-v-ideas-and-suggestions-171/
http://www.gamesas.com/index.php?/topic/1105916-tes-v-ideas-and-suggestions-172/
http://www.gamesas.com/index.php?/topic/1107672-tes-v-ideas-and-suggestions-173/
http://www.gamesas.com/index.php?/topic/1109526-tes-v-ideas-and-suggestions-174/
http://www.gamesas.com/index.php?/topic/1111409-tes-v-ideas-and-suggestions-175/
http://www.gamesas.com/index.php?/topic/1112090-tes-v-ideas-and-suggestions-176/
http://www.gamesas.com/index.php?/topic/1112872-tes-v-ideas-and-suggestions-177/
http://www.gamesas.com/index.php?/topic/1113694-tes-v-ideas-and-suggestions-178/
http://www.gamesas.com/index.php?/topic/1115083-tes-v-ideas-and-suggestions-179/
http://www.gamesas.com/index.php?/topic/1116332-tes-v-ideas-and-suggestions-180/
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Sat Feb 19, 2011 5:32 am

There should be a library in TESV. I can't remember if there was one in Oblivion or not, but I think it's a good idea. Someplace where you could go find rare books organized by topic. Yes, this means there would have to be A LOT more books, but it would be a really cool way to find quests. Also there would be citizens doing all kinds of interesting research, i.e. mages uncovering ancient spells, blacksmiths finding new forging techniques, etc. They may want help, or they may want to keep their work secret from you (in which case you'd obviously want to steal their research/ideas and beat them to it :) )
User avatar
Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Sat Feb 19, 2011 9:19 am

Haven't edited this in months. Feel free to skip to a spot you find interesting, there's a lotta stuff there.

Contents:

1. Player Character and NPCs

1.1 Attributes

1.2 Skills
1.2.1 Skill list
1.2.2. Description of skills

1.3 Hitpoints and Spellpoints


2. Character Creation

2.1 Questions

2.2 Deriving Attributes

2.3 Choosing Skills

2.4 Choosing Advantages and Disadvantages

2.5 Modifying appearance

2.6 Picking a Birthsign

2.7 Editing reputations


3. Gameplay

3.1 Gaining levels

3.1.1 Training

3.2 Fast travel

3.3 Items

3.3.1 Weapons, damage and specialization

3.4 Spells

3.4.1. Teleportation

3.5 Surroundings

3.6 Non-lethal combat

3.7 Wildlife

3.8 Realism

3.8.1. Toggle Realism options

3.9 AI

3.10 Random quests

3.11 Vampirism


1. Player Character and NPCs

1.1 Attributes

Strength (STR) Determines the damage bonus (or penalty) you get with heavy melee weapons like Axes and maces, as well as how much you can carry. You will have trouble pulling the strongest bows if you're STR is low. Being stronger than an NPC helps you intimidate him. Forcing doors and locks open is dependant on your STR.

Intelligence (INT) Determines your maximum Spell Points (SP). Most races have INTx1 in spell points by default, while Bretons and High elves, for example, have INTx2. This can be changed to anything from zero spell points to 3x INT in spell points in the character creation by choosing dis/advantages. Being smarter than an NPC helps you fool and trick them. New dialogue options are opened for smarter characters. Learning spells is also easier the more intelligent you are.

Willpower (WIL) Helps to determine your rate of Magicka consumption from spellcasting and your chance to resist Magicka. Your skill in magic school in question also effects the amount of SP used per spell. High WIL really helps you resist magic, like in old days. You can endure a lot with high willpower: you can, for example, manage yourself better through long times in prison or captivity.

Agility (AGI) Determines the 'hit bonus' in combat, as well as your 'dodge bonus'. Determines the damage bonus (or penalty) you get with light melee weapons like Daggers.

Endurance (END) Determines your Hitpoints (HP) at all times. You have always one hundred plus Endurance in hitpoints. It also determines your resistance to poisons and diseases, and the chance of, and time taken for, recovering from them naturally.

Speed (SPD) Controls your movement speed, the speed you swing a weapon in combat, and the speed you complete certain tasks, like reload crossbows.

Personality (PER) Controls how much people like you when they first see you, and the prices you get at vendors. PER determines the ease of admiring and seducing NPCs. New dialogue options are available for stunning personalities.

Luck (LUC) Effects every action you do in a small way. Also a luckier character might find more precious loot, or survive an incident that could have killed others. Unlucky character has harder time finding or earning goods. Luck could also effect your chances of Critical Strike. It worked well in Fallout 3 I think, and would make Luck a bit more useful compared to other attributes.

Note: Your Fatique is calculated from STR, END and WIL. The amount of damage you can deal in melee (per time unit) is affected by STR, AGI and SPD.



1.2 Skills

1.2.1 Skill list


Weapon skills (7)

Long blade
Short blade
Blunt weapon
Axe
Polearm
Marksman
Shield

Magic schools (7)

Destruction
Restoration
Alteration
Illusion
Conjuration
Mysticism
Enchant (some would gladly replace this with Thaumaturgy, and I wouldn't mind)

Physical skills (7)

Hand-to-hand
Dual wielding
Athletics
Acrobatics
Dodge
Stealth
Horse riding

Know-how or mental skills (14)

Mercantile
Speechcraft
Deception
Pickpocket
Security
Medical
Alchemy
Herbalism
Armorer
Heavy armor
Light Armor
Critical Strike
Survival
Music

1.2.2. Description of skills

Weapon skills in general control your efficiency with each weapon. Mastering a weapon skill can also help you use a weapon from other groups as well. With higher Axe skill you get bonuses while you use blunt weapons that are similiar, like clubs. Higher Long Blade gives you bonus when you use short blades like wakizashis. And vice versa.
Your chance to hit an enemy is greatly affected by the weapon skill, but your AGI and the enemy's Dodge skill also play their part. You get a minor damage bonus with high enough skill, and that with a minor bonus from STR are the only things that improve the basic damage you deal. Damage per time unit is also affected by your skill and SPD since you can hit faster.
Depending on your stats, your chance to hit an enemy is somewhere in between 33 and 99%. Even the clumsiest and least experienced person lands every third hit, while the most agile weapon master can miss once per hundred strikes.
Throwing weapons could be reserved only for spears and daggers, for example, and the throwing would be covered by the weapon skill in question. A key could be set, that changes the characters grip of the weapon, redying it for throw. Spear lifted on his head, or dagger held from the blade. Then pressing the attack button would launch the wepon.

Note: Polearm used to be called Spear, now including all hafted weapons and staves.

Shield covers the usage of shields, while parrying with any weapon (or bare hands) is dependant on the weapon skill in question. Parrying is always part of the weapons training, you don't go to one trainer to learn how to hit with an axe, and then to other one to learn how to block with it. Shield is the most effective blocking device, and can be used for bashing too. Shields can even protect you from magic projectiles, while naturally they cover you from arrows and bolts quite well. You don't suffer any damage from succesful shield blocks, usually. Sure, a minotaur lord landing a huge warhammer on you might make your shield hand numb.

Magic skills in general control your efficiency with each spell. Use the same schools that were in TES3. Or, replace Enhant which was out of TES4 anyways, with Thaumaturgy.

Hand-to-hand determines your efficiency when you fight unarmed. The damage bonus from skill is much higher than in weapon skills.You ability to kick in doors is also dependant on the skill. Kicking during melee combat should be just as easy as it is in FEAR, even if it's a shooter. It worked. Kicking in Dark Messiah, though, was very overpowered thanks to level design and the unnatural strenght of kicks.

Dual wielding determines your efficiency when wielding two one-handed weapons. Several weapons in human history are ment for dual wielding, and the skill would make it easy for modders to add even more dual wielded weapons. (Tonfas, butterfly knives, scimitars, short sticks)

Athletics controls your fatique loss while running and swimming. Higher skill allows faster and longer spurts. Swimming is a subskill of Athletics, and you can't improve your swimming abilities much by running only.

Acrobatics determines the height and lenght of your leaps, as well as the damage you suffer when falling from great heights. Climbing is a subskill of Acrobatics, and you have hard time improving your climbing abilites by jumping only.

Dodge determines the chance of enemy weapon, arrow or spell missing you. It is checked every time, unless you are blocking, (that is, wielding a shield in hand, or holding the block key) or you are wearing too much heavy armor. Light armor doesn't prevent dodging, but gives you slight penalties. Projectiles are harder to dodge, while some spells are impossible to dodge.

Stealth, known as Sneak in previous two games, determines your chances to stay hidden and silent while stalking, or blending in a crowd of people without rising suspicion. If there are random encounter while fast traveling, this skill helps you evade enemies and their ambushes. Backstabbing is NOT covered by Stealth, but Critical Strike.

Horse riding skill determines what sort of horses you can mount, how they handle, their maximum running speed and jump abilites, and higher skill lowers the penalty for using melee and ranged weapons from horseback as well as casting spells. You also mount and unmount faster. In some circumstances you can be thrown off horse, if your skill check fails.

Mercantile and bartening as in Morrowind. The haggling system was far superior to anything in TES series before and after that. Only, haggling always too aggressively should have permanent effect on disposition.

Deception skill is checked every time you tell a lie to see if the NPC buys it. Seducing NPCs depends on ones disposition, PER and Deception skill. You should be always presented with options to lie in conversation if you're asked something. A good liar can accomplish a lot through dialogue only, but being caught from a lie repeatedly can be bad for your reputation. Even hiding your real personality is dependant on the Deception skill. Wear a hooded robe and know how to talk, act and walk differently and you can fool guards. If you're suspected of a crime, you should have options to lie (Deception), debate and persuade (Speechcraft) or bribe (Mercantile) in addition to fighting or surrendering.
In other RPGs, I find little use for lying, while in real life lying is done commonly.

Pickpocket! A skill hard to learn, and one that was pretty useless in TES2. But it's a DIFFERENT thing than sneaking around. Many pickpockets talk to their victims as they do it, or bump in them and apologize. Improve the earning possibilities, maybe by stealing keys, jewelry, stuff like that. A viable option to get hold of some quest items. Shoplifting from TES2 should make a comeback, governed by Pickpocket skill. Even during every conversation, you could check up the potential victim, and see the items he wears and the chances of succesfully snatching them. Purses are pretty easy, while it takes a master thief to steal rings and other jewels being worn by someone. But, people like that really exist.

Security covers picking locks and disarming traps. No player skill over character skill. Ability to kick in doors and prey open chests would give strong warriors ability to NOT learn Security without missing on loot. TES3 lockpicking system was ok, but should be spiced up a bit. Maybe you can make a lock stuck if you break a pick in there, and it has to be bashed open. Real time lockpicking like in Thief would also make it much more exciting.
Some traps are invisible to the player until a succesful skill check, while high enough skill can highlight the traps and tripwires of all low level traps.

Medical skill determines your chance of identifying diseases and poisonings, your healing rate when you rest, and the use of all medical equipment like bandages, salves, potions and bloodstopping powders. Those you can use on yourself or NPCs. Basically, it's the skill of healing and restoring for those who don't have magic abilities. Playing a priest, druid, ranger or monk would become much more interesting.

Alchemy skill is checked when you identify ingredients like animal parts and venoms, powders, metals, jewels, and every non-organic alchemy ingredient. Basically alchemy and ingredients were most interesting in TES2. Your chance of succesfully creating a potion as well as the time it takes is calculated by the skill. The potion strenght and duration is slightly affected by the skill, but also by the equipment you use, and INT. No more should you be able to make 100 heal potions in a second, put them behind a hotkey and use one every time your HP goes below half. Almost like using a godmode. Not cool or fun. Potions should take hours to brew, and using too many of them should get you intoxicated, finally killed.

Herbalism skill is checked when you identify plants, mushrooms and their effects. Many herbs and shrooms can be used in wound treatment, curing or as antivenom as they are, some go also as alchemy ingredients. Poisonous ones can either be applied straight to the weapons, or brewed into harmful potions. Some plants have benefits on your mana, speed, or other attributes as you digest them or inhale their smoke. The skill also determines how succesful you are in harvesting the plants. There should be several different poisons, with remedies from varying herbs. Alchemy is sort of a magical thing used by wizards, and requires the right equipment. Alchemy effects are also more mystic. Herbalism is more natural, and can be used by rangers far from civilization, without any equipment, as well as some assassins to poison their victims. Common plants and mushrooms should only have healing, fortifying, restoring, curing or poisonous effects, while it takes mystical alchemy ingredients (like ectoplasm or vampire dust) for mystical effects, like reflecting spells, going invisible etc.

Armorer skill should be expanded a bit, and made much more realistic. No banging that bow of yours with a hammer anymore to make it good as new.

Critical Strike determines the chance of your succesful hit in combat being a critical strike, as well as the damage multiplier for succesful critical strikes. You automatically deal a critical strike when hitting an unaware enemy (backstabbing).
Chance in combat about 0.1 - 5%, damage multiplier about 2 - 6, both according to skill. Now this skill is a perfect merge of TES2's Critical Strike AND Backstab skills. High skill also makes you more effective in combat even if you use a weapon you're not highly skilled in.

Survival could determine your speed and food consumption as you fast travel in wilderness or without using inns. Building a fire and shelter, fishing, and turning prey into edible food or trophies are part of the skill. Hunting and tracking in general could be merged into Survival. Trophies should be valuale enough to make hunting a viable option to earn a living, but finding (tracking down) and killing animals should be much harder. During winter a fire could be required if you rest outside.
There are tremendous possibilities, and no 1st person CRPG has yet gone as far in Survival as The Unreal World, a rogue like game from Finland. I'd love for TES5 to be the first. Survival elements would surely earn more (and more positive) publicity than Radiant AI and next gen graphics. It would also present a welcome challenge in the gameplay, other than constant fighting. Challenge is, after all, what CRPGers are after.

Music skill is checked when you try to use a musical instrument or sing to please a crowd or NPC, or to pacify a hostile animal or other beast. The most talented bards are paid well from an evening's entertainment. Lute, flute, harp and drums are the most common instruments. Quests to entertain nobles would be perfect change for all the killing, and might earn you precious fame among the nobles. And for an assassin, why not have a cover identity of a famous bard to gain acces to castles for committing assassinations?
The bard is an old class in TES series, but they've never known how to sing, play an instrument, or entertain a crowd. It would be about time.

Dual wielding, Horse riding, Deception, Herbalism, Survival and Music are the only skills that have never before been in the series. All the others have already earned their right to be in the skillset of TES5. I've kept the skill list very traditional, no renaming to Swords and Daggers, for example, or adding loads of skills. Please Bethesda, even if adding new skills is unappealing, at least bring back the ones from TES2 and Battlespire.


1.3 Hitpoints and Spellpoints

Player characters HP is 100+END. The same goes with NPCs, and they show some physical hints of how much punishment they can endure. The toughness of beasts, daedra, and other possibly hostile creatures are harder for you to determine, but usually anything goes down if you manage to land a couple of massive hits in. A succesful backstab should finish most of the humanoids, while some harder skinned daedra might just get upset.

Now the high level characters would be harder to kill thanks to:
-Good armor
-Reflect, shield and other spells or items
-Higher dodge skill
-Higher agility
-Small increase in HP

Instead of:
-Ridiculous amounts of HP, gained by abusing the 5x multiplier to up END early on.

Magic

You can always create a character who is not connected to the flow af magicka. Pick INTx0 in spell points, if you feel like putting all your energy into something else than magic. You can play a Breton with only 1xINT in spell points, or an Orc with 3xINT. Raising it is just more costly for some races, while lowering it earns you points to spend on advantages. More on those later.

While fighting an enemy, it might be hard to tell ones magical abilities. If one keeps casting spells, he might have regenerating mana. Usually common sense helps you. If the orc you're fighting is not a shaman, it's very unlikely for him to suddenly throw a spell on you. Daedra and other mystical beasts are dreadful, and you're going to be dead before an ancient lich is out of mana. So the best tactic would be silencing him.


2. Character Creation

2.1 Questions

When you create a character, you're first asked the common questions wether to pick a class from a list, or create a custom one. The gender and race are asked, preferrably in the old method of showing the map of Tamriel, with brief description of the province and the race. A new interesting question would determine your relationships with divine ones. "Whom do you worship?" The choices include all the Divines and Daedra Princes. Last two options are: "I would never worship them" and "None, Yet". Choosing to worship any of them increases your reputation with the deity and it's followers, and decreaes it with it's possible rivals. Choosing never decreases reputation with all of them, but might have some benefits you learn later on in the game. None, yet, does not affect the reputations and lets you decide if to start worshipping any of them during the game.
The whole process could be merged in the game, as in TES3, where it was really well made. Sure, just having a form to fill up would be so old school it would be wonderfully nostalgic. Tutorial dungeons, as in TES2 and 4 get boring REALLY fast. I'd rather not have those.

Another question to really spice up the character creation... even if I know Bethesda would never do this...
"Your sixuality?" The choices include hetero-, homo-, bi- and asixual. Hard core roleplayers as myself would find it interesting to play as an asixual martial artist monk, or a bisixual rogue that indulges in earthly delights anytime possible. Seducing and getting seduced as part of the gameplay would bring SO much great material. A homo count making advantages on your manly, straight warrior? How to handle that one. Or getting to trust your handsome rogue's charm to make all women head over heels, only to find out that one certain countess is impervious to you and instead of being flattered throws you in jail.
But not in this lifetime, not in where Bethesda hails from.


2.2 Deriving Attributes

While the attributes of NPCs endorse the racial perks (orcs and nords being stronger usually, bretons and elves smarter) it's totally up to you what kind of character you're going to play. It's important to consider your starting attributes, since they are not going to be all maxed out in the end.You HAVE to sacrifice the same amount of points in one attribute to have another higher in the beginning. You CANT take 5 points here and there, and put them all in one Attribute.
The starting attributes are 40 +/- 20, which means you can start with all of them in 40, or move 5, 10, 15 or 20 points between any two attributes. The minimum would then be 20, while maximum would be 60. This encourages you to improve attributes that are important to the class and sacrifice the others. Of course, having them all equal at start and rising the right ones during game is also a good way to do it.



2.3 Choosing Skills

Ten Primary skills count towards your leveling and are easiest to raise. They start at 35, and there's +/-10 points to move around, just like with Attributes. It might take years game time to become the Master in one skill, even a Primary one. After 90 the skill advancing should become radically slower.

Ten Secondary ones are slightly harder to raise, and they start at 20 +/-5. They don't count to leveling, but can still be very important to your class.

The rest fifteen skills are Miscellaneous, they start at 5, and are even harder to raise. Still, with hard work and good tutors you might become very efficient with some of them, if you find it important to you.

You can drag and drop your skills in any order you want. You can also copy skill list from existing class and make adjustments for your custom class.

Many people have suggested different skill caps, like Primary max at 100, secondary max at 75 and so on. That's just wrong in my opinion. The skills should just be so hard to raise that you would focus on your Primary skills, which could be also called 'playing your character'.
TES4: Oblivion makes no sense without a mod that makes skills raise 3-5 times slower. Without one, your character ends up being the master of everything, even if you don't focus on training.

2.4 Choosing Advantages and Disadvantages

Some advantages would be free for some races, but you could choose not to take them. Nords get resistance to cold for free, but nothing prevents you from making it a critical weakness to cold. Bretons and High elves have 2x INT in SP for free, but you can make it 0, 1 or 3 if you want. Etc.
Dis/Advantages are divided into levels, depending how dramatically they affect your life. Higher level advantage helps you a lot, but forces you to take more disadvantages to compensate. You can't pick total advantages of more worth than disadvantages, but the other way around you can since that is a way for you to add challenge for yourself.
You can't pick Dis/Advantages that cancel each others out. Like not having spell points AND not being able to regenerate them. Or being immune and having weakness to disease.

2.4.1 List of Advantages and Diadvantages

Advantages:
2x INT in spell points
3x INT in spell points
Regenerate mana while awake
Regenerate health while awake
+10 pts to HP
+20 pts to HP
Expertise in a weapon skill (more effective)
Expertise in another skill (just raises faster, no starting bonus)
Bonus vs. certain enemy type
Immunity vs magic, poison, disease, fire, frost, shock, magic, paralyze etc
Higher tolerance vs magic, poison, disease, fire, frost, shock, magic, paralyze etc
Absorb spells (maybe 50%)
Reflect spells (again 50% or so)
Adrenaline rush (Daggerfall/Battlespire or Morrowind style)

Disadvantages:
1x INT in spell points (only for races who have more than 1 in default)
0.5x INT in spell points
0x INT in spell points (NO spell points, inability to cast spells)
Inability to regen mana by resting
Inability to regen health by resting
-10 pts to HP
-20 pts to HP
Inability to use certain weapon type (hard to justify, but gives RP choice)
Gimped skill (raises slower, represents a talent your character does NOT have)
Inability to use certain material
Phobia vs. certain enemy (less damage to them, they might paralyze or kock you down easier)
Critical weakness vs magic , poison, disease, fire, frost, shock, magic, paralyze etc
Lower tolarance vs. magic, poison, disease, fire, frost, shock, magic, paralyze etc
Damage from sunlight
Inability to sleep in sunlight
Damage from holy places
Inability to sleep in holy places

Then a perk that can't be considered plainly negative or positive:
Total immunity to magic. You can't be teleported, healed, or cured with spells, and sanctuary, shield, or invisibility spells don't stick on you. Luckily you can't be damaged by magic, either, or paralyzed or harmed in any way.
Many, many other dis/advantages can be easily made up, those are just for starters.



2.5 Modifying appearance

The Face Gen is similiar to one in TES4 with few expections. There is a list of ready made faces for all races you can pick and modify to your taste if needed. The face files can be saved and shared easily online. Also, there are three sliders for the body appearance: the amount of muscle, the amount of fat, and height. You can play an unexpectionally tall Wood elf, a fat scholar, or a muscular barbarian. As before (and unlike so many other companies) I'm sure Bethesda treads women with respect and there won't be a briast size slider for young boys to play with.

2.6 Picking a Birthsign

The superior Dis/Advantage system makes Birthsigns, as they are now, absolete. One option is to make all treats gained from Birthsigns once-a-day Powers. i.e. Paralyze for Lover. Steed may spurt like a real horse, but only once a day. And so on.
The effect of your Birthsign would be dramatically more powerful in the time of the year Tamriel is under your sign.

2.7 Edit reputations

Merchants, Peasants, Scholars, Nobility and Underworld were the social groups in Daggerfall. You could modify your starting reputation among them to represent your past activities with other people. Those groups make a return, and are possible expanded with groups like Soldiers and Priests.
If you make quests for the criminal factions, you would not earn 'fame' among the law abiding people. Often your actions would satisfy one group and displease the other(s).





3. Gameplay

3.1 Gaining levels

3.1.1 Training
Training can be made very realistic and working at the same time. We only need to merge the training systems from previous games. First the restrictions. In TES2 you could train once per day. Or every 12 hours. In TES4 you could train only 5 times per level. But, in TES4 trainers only knew one skill, which didnt make much sense.
In TES5 we could train twice a day, 3 hours per lesson. You could train only 5 MAJOR skills per level, but minor skills as much as you want. Leveling up by training only would then be impossible (like in TES4), but still if you want to spend a lot of time and money on a skill, you should be able to do it. (like in TES 2 and 3) The trainers would be able to teach several skills, if its reasonable. Of course a weapon master at the Fighters Guild knows at least basics of every weapon type.
In TES3, you could stand in front of a master trainer and click the training button until your skill was at 100, if the attribute allowed it. That would mean several days of doing NOTHING else but training. We would get rid of that.

The cost of training. How do they know exactly what to charge you? They can tell if your skill is at 45 or 46? And then they charge you more for the same amount of training hours? That would mean (irl) that if a person goes to a driving school, and already has practised a bit, he would pay more than the others for the driving lessons. Because he's skill is higher. Wouldnt it be more realistic to have the trainer charge the same price from everyone, and every time. Haggling should, of course, still be possible. Some trainers would be more expensive than others. Some would be able to teach more skills than others. Eventually, you would notice that training with this particular person is no longer worth it. You need to seek a better tutor. Alternatively, the teacher admits he can't show you anything new anymore.

3.2 Fast travel

You can only fast travel along ROADS that are marked on your MAP. You can upgrade the 'worldmap' by buying different maps from cartographers, or by exploring yourself. The actual fast travelling is done by zooming up until you see the map/satellite sort of view, and then you can move along the roads, decide in which taverns to stay on the way, where to stop and where to go. Random encounters are possible with merchants caravans, bandits, or just common people. Also:

-When you reach the end of your explored/bought map, you just continue manually. That is back to 1st person.
-The map is 'colored' as you explore, like in TES3.
-If you need to reach a location in the middle of nowhere, you can only fast travel as far as the roads go.
-The world map is big enough to make week's travels possible, as in TES2.
-It's still possible to travel in 1st person, but the distances make it really time-consuming.
-There are believable amount of locations, farms, temples and taverns along the roads.
-Much less actual dungeons/forts/caves/ruins, but way bigger. As in TES2.
-Lot of cemetaries, but not all of them inhabitet by undead.
-You can buy services from boats and caravans.(Like Silt striders and boats in TES3)
-You can instantly teleport between two Mages Guilds, but that's extremely costy. (In TES2 and 3 teleportation was so cheap and easy it should have made ALL other ways of transportation extinct!)
-Quests have deadlines to make the teleportation more necessary, even if it's costy.
-You can get loans from banks or loansharks.
-Teleporters in guilds might need more time between their spellcasting, to give the illusion of demanding spells.
-Survival skill is used whenever you need to sleep in the wilderness. During winter you need to build fire. Shelter during rain etc.
-The stats of your horse or other mount (reindeer?) affect the speed and range you can fast travel. Heavily armoured warhorse is slower and tires easily. When walking, your own stats matter.

There was a topic for how the game should begin, some years ago, and I was thinking that you might escape from captors in a remote (and even randomly selected) place, finding a crude map showing 2-3 nearest cities, and that would seriously limit your fast travelling in the start. Would also get rid of the repetitive, soon boring, beginnings in the same location over and oer again.

3.3 Items

Long blades: Shortsword, broadsword, longsword, katana, dai-katana, claymore, sabre, bastard sword, all swords imaginable.
Short blades: Dagger, knife, tanto, wakizashi, throwing dagger, butterfly knife, sai, every short blade imaginable.
Blunt weapons: Mace, morning star, flail, short sticks, tonfa. Every blunt weapon you can imagine up to improvised ones: Broom, severed nord leg, wine bottle, tree branch!
Axe: hatchet, battle axe, war axe.
Polearms: Spear, quarterstaff, halbert, trident, naginata, lance, pitchfork, battle fork.
Ranged weapons: Bow and crossbow.
Light and Heavy armors: All the basic TES armor types and materials, with separated gauntlets and pauldrons. Many visual variations for same armors like in TES2.
Medical equipment: Bandages, healing salves, potions, powders, all are more effective in the hands of a experienced healer, and all can be applied on NPCs.
Alchemy equipment as in previous 2 games.
Lockpicks like in Morrowind, they don't always break if you fail picking a lock.
Smithing equipment: Hammer, thongs, anvil, forge, etc. You cant fix your bow by hammering it on your leg.
Alchemy ingredients like the ones in Daggerfall: jewels, metals, pearls, eyes, teeth, scales, wings, blood samples, lich dust, poisons and venoms etc. Everything non-organic or from fauna.
Herbalism ingredients: All mushrooms and plants. Everything fungi or flora.
Clothing: All imaginable

3.3.1 Weapons, damage and specialization

In all TES games theres a tiny annoying thing. If I want to keep using the best weapon, it has to be even red/ugly or somehow clumsy looking, since Daedric is the only real choice when you look at damage only. I rather use a weapon that looks and feels right, but it makes no sense sometimes when another one does twice the damage. The damage should be brought more together, and have your weapon of choice rely on more things than that only.
Easiest example I can think of:
Silver is not a good metal to use in weapons, it doesnt stay sharp and breaks easily when used against armored enemies. But it cuts werecreatures and ghosts like butter. Therefore, it should be used as a backup weapon, not a primary. Also, isn't silver supposed to be kinda expensive? It should be!
Another thing: lighter weapons should be faster to use, but deal less crushing damage.
And third: Why not have glass weapons as they should be: extremely sharp, but very fragile, and once they break there's no mending them anymore.

Then about the specialization: If you use a single weapon for a looong time, you get used to it! Goes with firearms in real life, and goes with melee weapons too. You should slowly gain specialization points for a weapon you use a lot. Silent Storm had that sort of system and it actually made you feel fond of your oldest weapons, so you didnt ditch them even if you found better ones! That is exactly what I want to see my character do!

In TES2, you get very fond of your ebony dagger*, and other ones are VERY hard to find. Still, it's only in the players head. Daedric is still better, yet uglier. With a good specialization system your ebony dagger would be more effective than a random daedric one, cause the ebony one's been in your hand for months and you've killed hundreds of enemies with it. In Silent Storm I kept using the Suomi SMG cause the guy had it from the start and was most accurate with THAT paticular weapon, thanks to full specialization bonus. I want to see a same sort of system in TES5!

*enough to feel naked and vulnerable the two days it's being repaired at the smith's!

3.4 Spells
All spells that have been in previous games, if they only make sense. I even have an idea for the comeback of Passwall. A very demanding spell your mage can only learn on high levels, which gives you a couple of seconds of moving with collision off. You are blinded when you move through solid ground, object or wall, and you instantly die if the spell wears off while you are inside. You are, merged in another material, which of course is lethal. Levitation too could only be meant for true mages, and learned in high levels to prevent abuse.
I want all effects back that have been in before, like area around caster, and usable magic items like enchanted jewels, wands, bracelets etc. In TES4 we only had cast when strikes items and constant effect ones.
There must be a choice to create or buy spells that gain magnitude according to your skill or level, like in TES2. Most of them sort of leveled with you, so they never became useless like most of the spells in TES4. TES2 spell creating system is superior to anything seen after that, so wouldn't it be just reasonable to go back a few steps?
Removing or hiding spells MUST be possible too. You might, for example want some practising spells, but dont wish to see them clutter up your spell book.
Enemies who lore defines as deadly magic using entities, such as liches, should really be able to kill you with their magic. No more puny fireballs you sidestep easy, but spells like Blind, Slow, Fear and Incinerate which they can cast on you immediately they have a visual or other, mystical knowledge of your presense. Think of Doom 2, the humanoid fire demon who could set you on fire any time it saw you. The most scariest enemy in all the Doom games, including the big bosses!

3.4.1 Teleportation

Mark and Recall should return, with divine intervention. Scrolls should be rare, though, and spells very demanding. Mages guild of course still teleports people, but it should be dependant on your disposition to the guild. Only a high rank member could teleport for free. Non members would pay a big amount of gold (otherwise why would ANYONE use boats or other means of transportation?) and those who are unwelcome would not be served. On certain holidays mages guild services would be for half price, including teleport.

3.5 Surroundings

Visuals in video games keep improving, no question about that. The sounds, especially ambient and nature sounds are ok, but they certainly havent improved as much as visuals during the TES series. There used to be dogs barking, cats meowing, horses neighing and cows ammooing in the towns. Monsters had idle sounds: brainless zombies moaned as tormented, while they crept the dungeons. You could even avoid the most horrid enemies if you listened carefully. Now that was something.

There was another thing in TES2 which should be brought back and improved. The little messages about your surroundings. Especially what you smelled. You enter a graveyard and smell freshly buried dead. In someplaces you smell smoke. Many, many things like that. And NOT as pop ups, but a gentle text above the screen. What you feel could be told too. You could feel cold, warm, comfortable, uncomfortable, hungry, sleepy, thirsty. Thats one thing that separates TES series from medieval fantasy shooters like Heretic, Hexen and Dark Messiah. Its not a game, its a world. You are not a floating weapon hand, you are a living and feeling person!
In TES5, when I enter a tavern, I'd like to smell freshly baked bread, roasting pork, or spilled ale. Or even vomit, depending how classy a place I enter. In Mages Guild I could smell sulfur, ozon and something foul. The smell of leather and oil would float around in Armorers and Fighters guild, while blood and sweat would dominate the air of arenas. It would make the game world so much richer, with almost no effort at all. Wouldnt take a genius to implement that.

More on the visual surroundings. I need to see my own shadow, and my feet and body! Play Thief 3 through once, and you can never be fully satisfied with a game that doesn't have real shadows. If the NPCs would react to your shadow too, that would make sneaking much better and realistic. I'd much rather see dynamic shadows that are not that good, than live in a world without any shadows. Even now, 2009, I see big games pushed out with NO dynamic shadows. Unbelievable.

And NO battle music. It ruins every moment of surprise. People play with music turned off just because of that. And if a rat is stuck between a wall, why do we have to be told about it with trumpets? Regional and seasonal music, and personal like it was in TES2. Hollywood kind, epic music is a big turn off in a game. Eric Heberling would make alot better CRPG music than the guys you've seen trying to do it for the last ten years. The Witcher also had a great soundtrack.

3.6 Non-lethal combat

Killing. The only way to settle things in TES games. That has to change. You need to be able to:
-Teach NPCs manners or just plain humiliate them by beating them down
-Work as a hired thug, again just beating people
-Rob people without killing them
-Interrogate NPCs by overpowering them and then questioning
-Bring people to justice (why everyone has to die for stealing bread?)
How is this done? In Gothic 2, if you attack an NPC in a town, when they lose almost all HP they fall down. You have plenty of time to rob them, and their house. Or, finish them off, which is seldom a good choice. When they get up, theyre beaten and comment something accordingly. Several quests are about teaching someone manners by just knocking him off. Bystanders react only cheerfully when they witness a fight. If you go too far and kill, they report you.
I think that works very, very well.
One option would be possibility to open dialoque with fallen foe: choices to interrogate, let live, or kill him. Plus the quest related things to say: -Next time you try stealing from [random merchant] I wont be this gentle with you.
Non-lethal combat could be an automated thing, taking place when certain criteria is met. Or, it could be toggled on and off with one press of a key. If youre about to assassinate someone, you toggle it off. Alternatively, by default all blunt weapons could first knock the enemy out, then kill. So use a blade if you only wish to kill. Even more diversity for weaponry there.


3.7 Wildlife

Elder scrolls to this day: all animals attack you on sight, feel no pain, and will not rest until they or you are dead. They run forever after your horse in TES4, while animals, undead, daedra and humanoids all joined forces just to harass the player in TES2. Again, Gothic series succeeded making wildlife better ages ago. Take that as a guideline and make it so that:

-Animals flee or defend their territory, according to their person. Wolves, bears and deer stay away from you, usually. Hungry pack of wolves or a bear defending it's cub is different.
-Animals/beasts might taunt you off their territory and return to their business after you back off.
-Some predators will stop chasing you if they find an easier meal. Run past a deer carcass and the wolf chasing you loses interest in the two legged meal.
-Hunting something should be harder. No running to catch a deer. Prey have acute hearing and smell, so they WILL notice you before you're close enough to hit with a dagger.
-There is no way any ecosystem can sustain the number of predators seen in previous games. Solstheim, with a bear or wolf under every third tree? Same mistake is found in Gothic series and Risen. You basically fight your way through, no matter where you're going, and you end up carrying hundreds of wolf skins etc.
-Why would a rat keep biting your metal greaves and boots?
-Animals should have a different attack than just a clumsy animation. They jump ON you, and bite and claw. See Dead Space, how the enemies grab the player.
-Hurt prey should leave blood traces, especially on snow. Humans too of course.


3.8 Realism

-You sink in water. Especially when wearing heavy armor or carrying huge amount of stuff.
-You don't swim as fast as you run. Argonians maybe, but not others.
-Children DO exist.
-Gold DOES have weight.
-Money don't grow on trees.
-There are banks. You can buy houses from banks if you got the gold, without doing some stupid quests for them.
-Smithing, repairing objects, talking with people, alchemy, they all take TIME, instead of happening instantly.
-No one would really build towns an arrowshot away from each others.
-No one would call a village with 10 houses a town, even less, a city.
-The seasons really exist. You know, summer, fall, winter and spring?
-You can't run through a whole Tamrielic province in a couple of hours. Iliac Bay by boat took a week.
-You don't restore fatigue by running.
-You can't jump 12 meters, especially without a running start.
-Time scale should make sense, unlike it did in Oblivion and Fallout 3.
-You are not a floating weapon hand. Head bobbing, own body, own shadow, all should be present.
-If I manage to immobilize a small goblin by poison or magic, it shouldnt take me 2 hours to kill it. Or several hundreds of strikes in the skull.
-If there are 20 arrows piercing every single one of my vital organs, I shouldn't be running around anymore.
-My character shouldnt be able to hit a coin from 30 meters if he's never seen a bow before.
-Standing still for one hour should not heal me of my near lethal injuries.
-If I can kill a rat with one Flare spell when my Destruction is at 5, how come a same kind of rat takes 50 Flares when my Destruction is at 100?
-Global Positioning System, GPS, is not present in Tamrielic lore.
-When you've given a job or quest, they should usually expect you to finish it too, within a reasonable amount of time. Thus timelimits and ability to FAIL quests.

Also, it makes no sense you can ONLY lockpick doors and chests, without any alternatives but spells.
In TES5 you should have following options if you need to get a lock open, or enter a locked place:

Security: lockpicking and disarming traps
Weapon skills: bashing open chests etc, preferrably with blunt weapons to avoid damage on blades
Hand-to-Hand: kicking in doors
Alchemy: using acid to silently destroy locks
Alteration: casting open (and lock!) spells
Destruction: well... destroying the damn doors!
Pickpocket: getting your hands on the keys NPCs have on them
Speechcraft: lie or debate to get in places, like private homes in the middle of the night (knock first!)
Mysticism or what ever: Passwall, for exmple into that bank vault, and hope you're powerful enough to cast another spell to get out, too!

3.8.1. Toggle Realism options

Since there are several things about game realism that irks the casual gamers, let's make some of them togglable in the options menu. Here's what I've been thinking:

Options menu -> Realism

Toggle on/off :
Hunger effects
Thirst effects
Environment effects (if Skyrim, freezing, ultimately to death)
Fast travel
Left handed character
Bleeding
Crippling

Move slider for:
Hours of sleep per day required
0-10

Damage multiplier on the player character/allies:
0.5 - 2 x

Damage multiplier on the enemies
0.5 - 2 x

Toggle on/off:
Lock the options for this character

Damage multipliers are not only the improved version of difficulty level, but also let you have more or less brutal melee according to your liking. Bleeding and crippling are almost like in Fallout 3. You just need to use Medical skill to splinter your bones or bandages to treat the wounds. Or according spells. I'd like to see more complex Restoration spells than ones just recovering HP. Mending bones, stoppping blood, that kind of thing. Blood stopping (hemostatic) powder could be made by alchemists, too.
Locking the options prevents you from abusing them in a tough spot.

The modders have made realistic eating/drinking/sleeping mods for both TES3 and 4. I think it's time for game developers to do it, instead of leaving it to modders.

And for those who keep saying that realism ruins the games, that games are not supposed to be like real life: Compare the fighting system of Mount & Blade to ANY other first person game, it's the best because it's the most realistic. Then, compare Richard Burns Rally to any other rally game, it's the best only because of the realism.


3.9 AI (Artificial Intelligence)

Examples of bad AI:
-Enemies like animals and some humanoids always attack on sight.
-When they attack, they never stop chasing you or return to patrol their area, even if they can't catch you.
-They are always willing to fight even if they have no chance of winning.
-When dying, they never surrender or flee.
-Other enemies in the group dont seem to care if one of them sees the player, yells and runs to fight him/her.
-Arrows and fireballs flying past an enemy's head and hitting the wall besides them doesnt alert them.
-Ally NPCs always run in front of you even when youre aiming with a bow.
-Once you go invisible, mages dont use detect life, fighters dont even try to hit the air where you stood, and animals dont smell you.
-NPCs always greet you in the streets. Sometimes the only person/thing they react to is the player.
-When someone thinks he saw something (a sneaking player) they always say something stupid like "I think I saw something" or "well, guess it was nothing"
-Your intelligent enemies like humanoids dont stay in groups or call for backup.
-If you hop on a rock, the enemy runs around helplessly until you've made a pincushion out of it.

Ideas to improve AI:
-Fix above.


3.10 Random quests

Why does Daggerfall have more replay value than later TES games? Because there's always something for you to do. Even if you never leave a city, some work always comes up, and you can be sent to do jobs in other cities or locations. In TES3 and TES4, you end up in a world where you've already solved everyone's every single problem.
You shouldnt be able to start the game and decide "I'll go and do these quests first, since they're easiests" like you can in TES3 and TES4. You can't think "Before buying stuff from him, I do his quests to get my disposition up" if there's no certainty that this particular person has some quests.
If nothing else, change the order of quests you complete for a faction. Or make it like in The Witcher: there is a notice board with jobs, and you can pick which ones to do and in which order.

I want the following to be possible in TES5 (like it is in TES2):
I can ask around if anyone knows any work possibilities. Maybe a random quest is generated to a random merchant. I'm directed to him. He offers me a job, and if I don't like it, I can refuse. (Like asking me to guard his shop for the night because Thieves Guild tries to get his stuff, and you are in the TG yourself). The quest usually has a dead line, since who would actually wait for his delivery from next town for months or years? Or, in TG example, you fail to be present the night the theft was happening. Then, when I either complete or fail the quest, it affects the NPC disposition and slightly the social group disposition. (Merchants around the area start trusting you more after enough jobs well done, while underground gets pissed at you when you're botched up enough of their jobs).

Maybe there's 1-2 random quests generated per day per area. Peasants have troubles or job offers, merhants too, and nobles and scholars. The guild quests would be the ones with best rewards, like a real salary. If you try to help everyone and solve every problem that is pushed on you, you just end up doing running errands for the rest of your life, since people are never out of small things to do.
One thing I really enjoyed in Mass Effect: After completing a huge number of irrelevant side quests, I said to the Admiral who was, again, sending me on some stupid errand, that I was trying to save the world here and he could shove it. Gave me great satisfaction, hearing his awkward mumbling, but unfortunately the quest still appeared in my journal.


3.11 Vampirism

Vampires used to be scary. I avoided contact with them, and the disease was more terrifying than the plague or corprus to me. That was before TES4, where vampires were more a nuicance than a threat. Every fight with one, bang, you get hemophilia. Luckily (sarcasm) you find enough cure potions to make the disease powerless (useless). So, vampires become yet another type of monster without any sense of threat or disgust. Curing the hemophilia right away is pointless, since you need to clear the whole cave of the vampires so you only need to gulp down one potion. Otherwise you need a potion per vampire...
So what would make vampires and vampirism more of a threat?
-Harder to catch the disease
-Harder to cure the disease
-Disease should be stealthy, you dont know about it instantly
-Becoming a vampire has huge disadvantages (lose all guild reputations and ranks, you die and wake up in a cemetary)

Vampirism is a curse, most of the players should feel the urge to avoid it. No matter if you're a thief, psychopath or assassin, still you dont want to be an inhuman beast!



Hope you managed to go through this all.


P.S.
IF you, Bethesda, made TES5 to be the pinnacle of CRPGing of all times, you could keep making expansions after another, like some MMOs are doing atm (EVE, WOW and so on). Big expansions, not just DLCs. Expansions you buy on DVDs and get maps and stuff.

So if I was deciding of things, plainly on the monetary/commercial standpoint, I'd say delay the release as much as needed, finish the game, implement everything that would make it the BEST game ever (all this stuff here for starters), and kill the bugs. Then, even if it was too deep for some casual gamers, it would make huge amount of money when you release expansions every X-mas, and every summer (when no one else releases anything). The life span of the game would be something different from any other single player CRPGs, and that equals $$$ €€€ £££ !
And if the consoles can't handle all that, make it PC exclusive. Port afterwards if possible, when GOTY edition(s) are out, like you did with TES3:Morrowind.
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Claire Mclaughlin
 
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Joined: Mon Jul 31, 2006 6:55 am

Post » Sat Feb 19, 2011 3:27 am

-SNIP-


Wow thats alot, i dont have much time so i didnt read pretty much anything, but i read the part on vampires, the thing about losing all your guild rep and ranks and stuff is, how would they know you are a vampire? You would still look pretty much normal? i mean its a different case if your caught feeding but if your sneaky and careful they shouldnt know that your a vampire.
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Michael Russ
 
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Post » Sat Feb 19, 2011 8:13 am

2.3 Choosing Skills

I'd rather see the "major/minor/misc" skill thing go away really.
On the "which skills reach mastery" I'd suggest that 100 isn't mastery but about "the average humans peak performance". Mastery would be around 150. Above 100 skills can drop down again but they never go lower than 100 unless due to permanent skill damages (prison time for example). This means you could only hold a certain assortment of skills above 100, those you really dedicate yourself too and use. Those you stop to use and level will eventually go down again.

All skills would level you but it should in total be slower but more even, you won't need many more skill uses to level in the high 80s than in the low 10s to level up but it will in total be a bit slower.

2.4 Choosing Advantages and Disadvantages

Instead of that I'd rather see character traits that are "neutral" so not necessarily negative OR positive but a bit of both mostly.
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KU Fint
 
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Post » Sat Feb 19, 2011 2:16 am

Instead of that I'd rather see character traits that are "neutral" so not necessarily negative OR positive but a bit of both mostly.

Birthsigns are a lousy attemp of that. Eaither a minor advantage, or a poorly made mix of one advantage and disadvantage. Give examples if you have 'perks' that are both good and bad, and still meaningful. Personally I'd rather just choose from a variety of choices, after all it's MY character creation. And don't forget that if I want, I should be able to make a character whose life is hell: very bad disadvantages and no 'balance' at all but just an attempt of adding challenge for myself.
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roxxii lenaghan
 
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Post » Sat Feb 19, 2011 5:56 am

Birthsigns are a lousy attemp of that. Eaither a minor advantage, or a poorly made mix of one advantage and disadvantage. Give examples if you have 'perks' that are both good and bad, and still meaningful. Personally I'd rather just choose from a variety of choices, after all it's MY character creation. And don't forget that if I want, I should be able to make a character whose life is hell: very bad disadvantages and no 'balance' at all but just an attempt of adding challenge for myself.

Hmm yea I can understand that.
However I don't really find the list of advantages and disadvantages really good, they just seem too artificial to me. Plus there shouldn't really be the one universal "poison" but different kinds of poisons that have different effects, hallucinogens, muscle relaxant/tensing, corrosive (causes tissue to dissolve), pain inducing (Capsaicin for example cause pain but no real damage aside reddening of the skin), irritating, paralyzing, neurotoxins and so on. Different poisons could have different strength of the effects, also where the poison took effect can change it's effects. Inhaling a muscle tensing poison for example could make you suffocate while a injection may just make you collapse.
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Michelle Smith
 
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Post » Fri Feb 18, 2011 9:50 pm

A random thought I had regarding magic and spellmaking. Something I started suggesting long ago was a slider system for spells, that would let you pick any known spell effect and adjust its general magnitude/effects right there, since it makes sense that if you know how to make a fireball you could put more or less effort into it, as well as to make it so that you don't have to go to town and create a new spell for your growing list every time you want to keep up with growing skill, or meet a higher lock, or every other situation for which the current selection isn't quite right. However, doing so makes the concept of "spells" even less important than it already is; as it is now, once you learn an effect why waste money on stronger ones when you can make it yourself. Why buy them at all if a slider lets you make what you need at the moment.

So, what if making a spell were more of an event. We hear all this talk of mages researching and developing spells, but all the player experience is buying and instantly learning them like they were trading cards. Compared to on-the-spot magic, spells would be more complicated (more different effects at once), and could have benefits not available to the slider. A more efficient potency for effort/cost equation, or added power in exchange for negative effects. Attempting to create a spell would involve a certain amount of cost and resources, and could potentially fail. It may even be done in stages. For example, you have your set up study space with books and a daedra heart and special candles/herbs and crystals and whatnot. You set the parameters of the spell, and attempt to make it. It might fail and burn up some of your supplies, or maybe the odds were poor because a different book would be better than what you're using. Or it succeeds and you learn it, or maybe just finalize a portion of it, and need to rest and/or get new supplies for the next stage. Certain items might be needed depending on the types of spell benefits you're going for, such as a welkynd stone to allow it to use negative effects to lower its difficulty, letting you increase the positive ones.

If you make some spell effects harder to get, perhaps restricted by the Mage's Guild or just plain rare, this could be another way to discover them. Use a component in making a spell, and learn of an additional ability it has. Experiment with that and other items to unlock a new spell effect, or to just learn a new spell benefit. Research, study, and experimentation would be a major part of learning spells, creating or even "inventing" them. You could even steal the notes or partially completed spells of a rival, waiting for them to complete the first stage and leave to resupply, then moving in and grabbing their papers.
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remi lasisi
 
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Post » Fri Feb 18, 2011 10:18 pm

Terrible ideas are terrible.
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CHangohh BOyy
 
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Post » Sat Feb 19, 2011 2:39 am

.....
You could even steal the notes or partially completed spells of a rival, waiting for them to complete the first stage and leave to resupply, then moving in and grabbing their papers.

That was my strategy when I was playing Transport Tycoon. I make the easy connections and let my rivals take the big ones after that I loan some(read a lot) money and buy my rivals. I'm a capitalist by heart. :)
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Jinx Sykes
 
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Post » Fri Feb 18, 2011 9:51 pm

different kinds of poisons that have different effects

That I agree with. I find it annoying how we have several poisons and diseases in TES2, and several diseases in TES3 and 4, but only an universal cure: cure poison, and cure disease (plus blight disease in TES3)

There should be certain herb/potion/spell to heal the Plague, and other ones to treat Stomach Rot, Witche's Pox and whatever. Diseases should be serious, unlike in TES3-4 where you can hardly tell if you're sick.
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X(S.a.R.a.H)X
 
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Post » Fri Feb 18, 2011 7:52 pm

That I agree with. I find it annoying how we have several poisons and diseases in TES2, and several diseases in TES3 and 4, but only an universal cure: cure poison, and cure disease (plus blight disease in TES3)

There should be certain herb/potion/spell to heal the Plague, and other ones to treat Stomach Rot, Witche's Pox and whatever. Diseases should be serious, unlike in TES3-4 where you can hardly tell if you're sick.

Exactly. If you clear out a cave of vampires, and you don't notice the sign, you have no idea if you have contracted porphyric hemophilia, and three days later: "What do you mean I'm now a vampire?!"
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Skivs
 
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Post » Sat Feb 19, 2011 12:23 am

That I agree with. I find it annoying how we have several poisons and diseases in TES2, and several diseases in TES3 and 4, but only an universal cure: cure poison, and cure disease (plus blight disease in TES3)

There should be certain herb/potion/spell to heal the Plague, and other ones to treat Stomach Rot, Witche's Pox and whatever. Diseases should be serious, unlike in TES3-4 where you can hardly tell if you're sick.

Yea, on diseases they shouldn't be "poof - there, poof - gone", they should have a incubation time so you could be infected for 2 - 3 days without even realizing it, then it creeps up slowly getting worse over time till it reaches full strength. Healing should require time as well. When you're in your home you could chose "rest till healed" which means a few days could pass.
Poisons should take effect faster depending on the kind of poison, here the thought is that the damage the poison does requires time to heal. It's not "drink antidote and fine and dandy" but rather "after taking the antidote the healing process can start".

Exactly. If you clear out a cave of vampires, and you don't notice the sign, you have no idea if you have contracted porphyric hemophilia, and three days later: "What do you mean I'm now a vampire?!"

Best thing to do after a length dungeon crawl is see a healer if he can find anything that doesn't look right. Hell you could have caught parasites too possibly that can get nasty if not treated.
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Sanctum
 
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Post » Sat Feb 19, 2011 6:41 am

Porphyric hemophilia isn't something that should happen from just "fighting" vampires anyway. Since when is vampirism some kind of airborne germ? People who want to become a vampire end up deliberately looking for them so they can get beat up on and infected. That's terrible, there's no fear of vampires at all. Aside from quest ways to get it, like that guy in the Dark Brotherhood, it shouldn't come from getting stabbed by vampires. Instead, give them a direct biting attack. If things like grappling/takedowns and such are implemented, that would be the perfect spot. It shouldn't be just a different frame of animation, it should be deadly and crippling, because you're getting your blood svcked out by a monster. Potentially fatal, even, if the character doesn't have enormous strength or specific anti-vampire gear or some other way to get them off in time. Fighting the older, more powerful ones should be surreal. They're supposedly masters of almost every skill; we can do it in a few weeks, why haven't they in a few lifetimes? That's in addition to being cursed, inhuman creatures who were the ones smart enough to survive their youth. Have them clinging to the ceiling with a chameleon effect, dropping on top of me with poisoned daggers. Jumping across the room to impale me with a spear, leaving it in, then leaping back and clinging to the wall to grab another one hung up on display. Porphyric hemophilia would be something you might have, after a brutal fight for your life, one you probably had to run away from, since they presumably wouldn't hold you down so easily if you're so badass that you just effortlessly cleared out an entire den. On top of knowing you've been bitten, the disease should hit hard for those three or so days, instead of being a small notch in your fatigue, to ensure you know it's there. You're not fighting off a stuffy nose, you're turning into a monster.
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Pixie
 
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Post » Sat Feb 19, 2011 1:45 am

Exactly. If you clear out a cave of vampires, and you don't notice the sign, you have no idea if you have contracted porphyric hemophilia, and three days later: "What do you mean I'm now a vampire?!"

THat only happens if you don't check the active effects on a regular basis.
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Charlie Sarson
 
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Post » Fri Feb 18, 2011 9:34 pm

That I agree with. I find it annoying how we have several poisons and diseases in TES2, and several diseases in TES3 and 4, but only an universal cure: cure poison, and cure disease (plus blight disease in TES3)

There should be certain herb/potion/spell to heal the Plague, and other ones to treat Stomach Rot, Witche's Pox and whatever. Diseases should be serious, unlike in TES3-4 where you can hardly tell if you're sick.
Yeah, I would prefer that there would be no cure disease and no cure poison spells at all. You have a good point.
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Lindsay Dunn
 
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Post » Fri Feb 18, 2011 9:46 pm

TES 4 seemed claustrophobic to me, my suggestion would be to add alittle more room within the game-- at least distance between locations. may be useless space but it would go a way toward making the game feel 'large'.

as far as the current discussion about differenct cures for different diseases... it really sounds like an unnecessay complication that could be modded in if you really wanted it. diseases are already annoying enough without having to carry 7 more pounds worth of potions just for the sake of preparedness. an RPG it is, but real life it is not, you add stuff like that and it svcks the fun out of a game, which would defeat the purpose.
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Marine x
 
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Post » Fri Feb 18, 2011 9:41 pm

A random thought I had regarding magic and spellmaking. Something I started suggesting long ago was a slider system for spells, that would let you pick any known spell effect and adjust its general magnitude/effects right there, since it makes sense that if you know how to make a fireball you could put more or less effort into it, as well as to make it so that you don't have to go to town and create a new spell for your growing list every time you want to keep up with growing skill, or meet a higher lock, or every other situation for which the current selection isn't quite right. However, doing so makes the concept of "spells" even less important than it already is; as it is now, once you learn an effect why waste money on stronger ones when you can make it yourself. Why buy them at all if a slider lets you make what you need at the moment.

So, what if making a spell were more of an event. We hear all this talk of mages researching and developing spells, but all the player experience is buying and instantly learning them like they were trading cards. Compared to on-the-spot magic, spells would be more complicated (more different effects at once), and could have benefits not available to the slider. A more efficient potency for effort/cost equation, or added power in exchange for negative effects. Attempting to create a spell would involve a certain amount of cost and resources, and could potentially fail. It may even be done in stages. For example, you have your set up study space with books and a daedra heart and special candles/herbs and crystals and whatnot. You set the parameters of the spell, and attempt to make it. It might fail and burn up some of your supplies, or maybe the odds were poor because a different book would be better than what you're using. Or it succeeds and you learn it, or maybe just finalize a portion of it, and need to rest and/or get new supplies for the next stage. Certain items might be needed depending on the types of spell benefits you're going for, such as a welkynd stone to allow it to use negative effects to lower its difficulty, letting you increase the positive ones.

If you make some spell effects harder to get, perhaps restricted by the Mage's Guild or just plain rare, this could be another way to discover them. Use a component in making a spell, and learn of an additional ability it has. Experiment with that and other items to unlock a new spell effect, or to just learn a new spell benefit. Research, study, and experimentation would be a major part of learning spells, creating or even "inventing" them. You could even steal the notes or partially completed spells of a rival, waiting for them to complete the first stage and leave to resupply, then moving in and grabbing their papers.


I really like your idea of having to research and set up a workspace to create new spells. That's how I picture it when I'm writing fanfic for my character. Casting a small fireball is only different from casting a huge fireball in that you need to know how to increase it's energy. But knowing how to change the energy in your hands into fire is like knowing how to ride a bicycle. Once you learn to ride, then you can better your bicycling skill over time and learn how to go faster, stop better, do tricks, etc.... same thing with magic.
So yeah, I think it would be great to have a slider for spells instead of having 20 different fire spells, you could have one and just adjust it, and its mana cost would adjust accordingly.
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Anna Kyselova
 
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Post » Sat Feb 19, 2011 12:57 am

Yea, on diseases they shouldn't be "poof - there, poof - gone", they should have a incubation time so you could be infected for 2 - 3 days without even realizing it, then it creeps up slowly getting worse over time till it reaches full strength. Healing should require time as well. When you're in your home you could chose "rest till healed" which means a few days could pass.
Poisons should take effect faster depending on the kind of poison, here the thought is that the damage the poison does requires time to heal. It's not "drink antidote and fine and dandy" but rather "after taking the antidote the healing process can start".


Yupp. Also there is more use for Medical skill. Diseases should be identified: if a temple sends you to distant farm and there are some corpses lying around and rest of the people deadly ill, you should be able to examine bodies. Like: farmer, died from the Plague. Heck, now I'm at it why not have the same with basic combat casualties? In a forest you could stumble upon a Knight of the Order of the Lamp, died from blunt weapon injuries. That would give you some hint of what the AI's been doing around here a while ago. I remember when in TES4 I found an imp with arrow in it, then following his trail I found a fallen tree trunk with an arrow in it too. Going where it was approximately shot from I found a dead guard. That was neat, thanks to the arrow system.

Back to subject: I wanna be able to play a temple healer, going around giving first aid and wound treatment for fighters, and prescripting (?) antidotes and medicines for the sick. All without magic if I choose to. (That's why I got Medical, Alchemy and Herbalism in my skill list)
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Calum Campbell
 
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Post » Sat Feb 19, 2011 2:53 am

Absinthe82, on your suggestion 3.4.1, what about when you reach a high enough rank in the mages guild, you can have the option of learning how to teleport yourself to anywhere in the game like what the teleporters in the Mages Guild do? I mean, the guild member that teleports you to any other guild location obviously knows the spell to do that. So wouldn't it make sense that it would be a spell that can be learned by another person?
I've always wondered why the secret to teleporting anywhere in the game has never been revealed over the thousands of years (other than the obvious "it would ruin the enjoyment of the game")

And I love your idea of the gentle text messages on the top of the screen (or bottom).
And yes, get rid of that freakin battle music. You're right when you say people play with music turned off, because I'm one of them!
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Karen anwyn Green
 
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Post » Sat Feb 19, 2011 7:08 am

varied terrain.

spears.

be able to go prone.

grappling hook.

enter castles via upper windows.

climbing skill.

non-levelled enemies.

hand placed loot.

a throat slit tecnique.

headshots with the bow.

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

tonnes more books and lore.

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

horse races.

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

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

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

small rowboats we can actually use.

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

seasons.. winter, summer etc..

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

a more brooding, dreary soundtrack when its nighttime.

strong gale force winds on the top of hills.

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

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

a thieves hideout in each town.

a temple guild. Holy warrior FTW.

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

guards saying HALT!
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Greg Cavaliere
 
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Post » Sat Feb 19, 2011 9:00 am

Absinthe82, on your suggestion 3.4.1, what about when you reach a high enough rank in the mages guild, you can have the option of learning how to teleport yourself to anywhere in the game like what the teleporters in the Mages Guild do?

I've been wondering the same thing myself you know. It should not be the rank but Mysticism skill, IF you're ever capable of doing that. What I'd like to see is the guild teleporter saying: " Meet me in three [or more] hours, I've just exhausted myself with another client." or, one teleporter only having some anchors in some mages guilds, but not all of them. He could check his map and notes and say: "I can teleport you to Wayrest, where you can be teleported to Sentinel. Sorry for the inconvience, but that gives you a chance to go shopping in the beautiful capital of Wayrest."

Edit: let me bring up, once again, the fact that if teleportation was as easy as it's made to seem, there wouldn't be horses, carts, ships, or even that many roads.
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Cassie Boyle
 
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Post » Fri Feb 18, 2011 7:29 pm

I want a robot horse that shoots laser beams out of its eyes every 4 seconds. Just because it can.
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Jesus Duran
 
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Post » Fri Feb 18, 2011 7:12 pm

-SNIP-

if bethesda includes of all that, i will literally kill to get this game. Only area i dont totally agree with is the adv/disad character area -> i would prefer not to have to make choices as such, think that would b better off covered by the birth sign.
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Laura Cartwright
 
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Post » Fri Feb 18, 2011 7:09 pm

They NEED to bring back the DF skill system. I was just reading about it, and I realized how much better it would be if they did not condense running and swimming into athletics, and etiquette and streetwise into speechcraft.

They should also make enchanted staves equippable in your melee and/or magic slot, so you can use the magic abilities and have it as a melee weapon.
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natalie mccormick
 
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