TES V Ideas and Suggestions # 182

Post » Sat Feb 19, 2011 7:25 am

That's not true, I would still complain. Why, because it makes absolutely no sense that you miss that often on some targets.
I often take the mudcrabs as an example, they where huge in Morrowind and slow. It would have neither made sense if that thing suddenly managed to jump aside and then back into position, nor that you can miss that huge thing so often. What would have made sense is your weapon not penetrating it's shell but that would still be a hit, and for that they would need a more complex system of what hits actually DO instead of just chopping off HP. With the old system you would require the mudcrab to either have a insane defense or a huge bar of HP, both would just make the combat even more tedious.

The thing here is the dice rolls in that direction make absolutely no sense, why does my low skill make someones evasion better? Sure you could say they see it coming better and my aim is off, but as with the mudcrab example that just doesn't work. How does the guy I pinned in a CORNER evade my attacks, why can't I hit the one who lies unconscious on the ground and is not moving...

It's NOT just about the animations that show what happens, it's also about the system actually making sense.

And for that I advocate a Locational Damage and Damage Effects system, hits on different body parts do different things and different KINDS of damage do different things. That mudcrab, it now has a very hard shell that can't be penetrated well by most weapons, a hammer can do the trick most likely and is quite lethal against them, but in turn they won't be such deadly animals anymore as, unless you fall unconscious in a whole group of them for a few hours, all they could do is pinch you in the legs... and you could still just step on them :P (Or flip them over and stab in the belly which is softer)

In addition to that, DON'T make every single animal out to kill the player, it's ridicules that everything is trying to kill you no matter what. Have most animals just snarl or threaten at you to go away and leave you be when you do, just have them attack if you really pose a threat to them.
And in a way I'd even extend that to "monsters", hell why not become "friends" with goblins, you bring them metal and wood which they can use to build tools, weapons and furnish their lairs and they give you those glittery shiny rocks they found but are not useful to them.


total agreement

oblivion reminded me of the old asteroid game where ur job was to shave off HP from the incoming asteroids which gets SUPER boring after a while.

Why is dark messiah's combat (among all its flaws) more fun than oblivion combat system!! its because you can kill enemies in many different ways, you can impale them if they fall, you can push them off ledges, you can set them on fire, make them slip on oil/ice, shatter them with ice spell if you manage to kick them off a high enough place, if you aim at head/arm/leg you sometimes get a high damage or even death blow (decapitate, disarm...etc)

the shield bashing the explosions the climbing the falls .... ES 5 needs to be more engaging in its combat because lets face it its an ACTION game at its core.
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Bird
 
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Post » Sat Feb 19, 2011 10:10 am



I play on console and I noticed that the controller is really limiting what we can do with the game, so don't you agree that they should make TESV require a USB keyboard that you can simply plug into the its port? Is that doable to play a game via keyboard on an Xbox?
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ijohnnny
 
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Post » Sat Feb 19, 2011 3:14 am

I play on console and I noticed that the controller is really limiting what we can do with the game, so don't you agree that they should make TESV require a USB keyboard that you can simply plug into the its port? Is that doable to play a game via keyboard on an Xbox?


They shouldnt make it require but god i would love that :D keyboard and mouse on xbox :)
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Micah Judaeah
 
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Post » Sat Feb 19, 2011 6:58 am

I play on console and I noticed that the controller is really limiting what we can do with the game, so don't you agree that they should make TESV require a USB keyboard that you can simply plug into the its port? Is that doable to play a game via keyboard on an Xbox?

They shouldnt make it require but god i would love that :D keyboard and mouse on xbox :)

You know this is something I really wondered about, why where keyboards and mice never really developed for consoles?
You'd think that with developing more and more as internet capable machines that would also arise but no, they seem to shun those away even more than before. I did see that one concept for the PS3 that basically split the pad up into a mouse and a "nunchuck" like pad with a control stick, I just heard many bashed and ridiculed that concept but I actually thought that is a good solution, gives you smooth anologue controls of a stick and the precision of mouse controls. I don't see why that is supposed to be ridicules.
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Jessica Nash
 
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Post » Fri Feb 18, 2011 11:59 pm

Figured that I go ahead and add in one suggestion before a release so bear with me.

Exponential Fatigue Growth I think would be a interesting implementation on how your fatigue recharges. Namily the more fatigue you have the faster it recuperates while if you are exhursted your fatigue bar will recharge at a slower rate by a number of degrees slower. Afterall and speaking from RL. point of view if you running for just a bit you are not going to be really tired now are you and quickly get into a normal heart rate while in comparison however if you ran a few miles you are going be winded or tired to some degree and take longer to regain that energy spent. So if you are out of fatigue recuperating fatigue at a given rate will be slower but as the bar fills up the rate that you regain fatigue is higher untill if your bar is nearly full the rate that fatigue recharges is 4x the amount you would if you were completly exhausted.

Kinda like this without Endurace taken into which would increase the rate at which you recover along with Athletics.

30% Fatigue bar filled/ +1 Fatigue per Second
60% Fatigue/ +1.5 Fatigue per Second
80% Fatigue/ +2 Fatigue per Second
90% Fatigue/ +3 Fatigue per Second

However the numbers will probably not look like that and may be adjusted by a developer or perhaps on difficultly like a hardcoe mode perhaps and thats pretty much it.
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CHANONE
 
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Post » Sat Feb 19, 2011 2:36 am

I like the idea that all of Tamriel is playable.
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Lovingly
 
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Post » Sat Feb 19, 2011 10:08 am

All the ideas of combat based of kinetic energy got me thinking how awesome that would be if it translated to the telekinesis spell. Telekinesis in oblivion was fun but it was annoying that when you threw an object at someone nothing happened. It seems like using kinetic energy would be a simple way to remedy this.

the equation for kinetic energy is 1/2mv^2

Just take the weight(m) of the object and the speed(v) it was thrown (more powerful telekinesis spells throw things faster) to calculate how much kinetic energy it has and assign damage based on that.
Most of the mechanics for this are already in game (weight, throwing w/ telekinesis, I dont know if the engine calculates speed). I'm no programmer but it seems to me to be a simple matter of putting it all together.

This could also be applied to the "grab" key, using improvised weapon in a bar fight for example ( pick up a bottle of wine and throw it across the room). One slight difficulty with this is there would probably have to be an animation for it or it might look odd in third person.

for this to work well there should be more things to pick up/throw like rocks and such, possibly things that are currently static objects like barrels and crates.
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amhain
 
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Post » Sat Feb 19, 2011 9:34 am

I had an idea that the attributes would influence your appearance, with you starting out as just a regular person.

Strength: biceps and abs, as well as your traps get noticeably larger. with level-ups It also reduces fat.
Endurancrance: reduces fat majorly.
Intelligence: your frontal lobe becomes slightly more pronounced, but not freakishly.
Personality: smoothes all parts of you body: IE: if you have a nose that just out or random bumps, perhaps brought on by disease, leveling up personality smoothes them out.
Speed: your soleus and tibilius exterior become more noticeable: IE, it make you have stronger legs.
Agility: makes your fingers get longer, to reflect Hand-eye acordination and such.
Willpower: makes you overall taller.
Luck: slowly makes you skin "shiny." Not very noticable until a high luck level.


I think they should leave that to customization. I think if you don't want a character with an 8 pack you shouldn't have to.
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Britta Gronkowski
 
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Post » Fri Feb 18, 2011 8:12 pm

I agree with Tausig. What if I want to play a peasant who isn't very strong, even if her stats are like 90 in strength?
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James Baldwin
 
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Post » Sat Feb 19, 2011 7:01 am

The whole point of role playing games is so that you role play to be someone else and by taking away hold over appearance you take away the idea of being able to play as whatever you want.

Height was a suggestion so that you could get a rough estimation of someones total level by their height for use in situations like whether or not you should overpower a guard or just sneak past.

I was thinking also of adding some randomisation to it so it incorporates gene structure also.

one person may start at 5ft another at 6ft meaning you have different maximum heights.
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Nichola Haynes
 
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Post » Sat Feb 19, 2011 4:00 am

Ways to Improve combat Part 2


Counters,Parries, and better dodge mechanics
_______________________________________________________________________________________________________________________________________
If you add a counters and/or parries combat would greatly approve even if Beth do cheap style parries from the zelda franchise I wouldn't mind seeing how Beth already copied rolling and back flipping mechanics any new way to avoid getting hit in combat is a plus for me as Beth's acrobatics manuveurs did not work since you would always get hit doing back flips to dodge agronak's sword sword slashes or rolling to dodge mankar's cheap spells i would give anything for better parry/dodge mechanics it will make playing as a stealthy thief or assasin alot funner.

Better Enemy AI
___________________________________________________________________________________________________
Better enemy Ai would be nice for instances when you have 100% chameleon and attacka mage I wan't the to go "OH [censored]!" and cast detect no stand their and ake blows I wan't npcs to use the same cheap tactics players use like Bandits climbing steep ledges where no one can get the and molest targets with arrows or something along those lines the Combat AI need vast improving


I have more coming soon when I get ideas which many of you may off said before
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My blood
 
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Post » Sat Feb 19, 2011 7:28 am

Ways to Improve combat Part 2


Counters,Parries, and better dodge mechanics
_______________________________________________________________________________________________________________________________________
If you add a counters and/or parries combat would greatly approve even if Beth do cheap style parries from the zelda franchise I wouldn't mind seeing how Beth already copied rolling and back flipping mechanics any new way to avoid getting hit in combat is a plus for me as Beth's acrobatics manuveurs did not work since you would always get hit doing back flips to dodge agronak's sword sword slashes or rolling to dodge mankar's cheap spells i would give anything for better parry/dodge mechanics it will make playing as a stealthy thief or assasin alot funner.

can you say this again in just one or two sentancs? I'm sure the idea is simple, but I can't understand it

Better Enemy AI
___________________________________________________________________________________________________
Better enemy AI would be nice, for instance when you have 100% chameleon and attack a mage I want them to go "OH [censored]!" and cast detect, not stand there and take blows. I also want npcs to use the same cheap tactics players use, like Bandits climbing steep ledges where no one can get them and molest targets with arrows or something along those lines, as the Combat AI need vast improving

I agree, but rather than having bandits use cheap tactics, just don't include cheap tactics

I have more coming soon when I get ideas which many of you may off said before

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Andrew Perry
 
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Post » Fri Feb 18, 2011 8:04 pm

Here's a little thought on scrolls:

I know it's a more effective gameplay mechanic to have scrolls be used once and then vanish, but it doesn't really make much sense.
However I had a few thoughts how scrolls could possible be "improved" in a way.

First off, scrolls where far too common in TES and they had for to weak effects. So why not simply make scrolls somewhat rarer, not as in "they are only for the few chosen" but simply they are too complicated to make just to create them for every little thing.
Now the rarer scrolls could do one thing, replace high power spells. In game you really only had very few high power spells, and honestly I'd rather make it that you learn the BASE spell and then "edit" it the way you need it, after all you know it why not alter it? The thing would be scrolls would be created with high focus on them, their spells where finely crafted and improved over time ultimately making them something really powerful. So now magic scrolls like this would pretty much be "super weapon class spells", like being able to not just summon one skeleton but a whole skeleton "army" so to say.
Another thing is, scrolls don't disintegrate after use, they remain. However they also don't cause a magic effect for nothing, they actually sap energy from you, both magical energy but they can also drain your body. So using a powerful scroll as a newbie it could easily happen that you pass out cold from using it. The thing is reading a scroll pretty much forcefully causes a magical effect from happening, I see them as having a memetic effect, reading them triggers you subconsciously to cast. Doing it this way scrolls don't have to be one shots but there ARE limitations what you can do with them.

So like this pretty much scrolls would "replace" the super powerful magic effects, but also they could have more "unique" effects that the normal "lego magic" in TES so far can't really perform. In the same move magic itself would become much more flexible as you could alter them, and even scrolls, then learning to write them you could make your own, copy more powerful ones and maybe even alter them to your own preference.
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Veronica Flores
 
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Post » Sat Feb 19, 2011 6:45 am

I know how it has been said but I want open cities allot. It svcks how its a closed area with a gate and load time it doesn't make me feal like a traveler happy to get to a city and be safe it makes me go oh boy another load screen. It stinks and it makes it feal allot less natural. I hope that if it has to have gates which makes scents that they are like the ones at cloud ruler temple just like a door but allot bigger.

That was my opinion and I hope you listen to it and please don't kill on criticism (used to it always happening)
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Izzy Coleman
 
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Post » Sat Feb 19, 2011 1:32 am

Here's a little thought on scrolls:

I know it's a more effective gameplay mechanic to have scrolls be used once and then vanish, but it doesn't really make much sense.
However I had a few thoughts how scrolls could possible be "improved" in a way.

First off, scrolls where far too common in TES and they had for to weak effects. So why not simply make scrolls somewhat rarer, not as in "they are only for the few chosen" but simply they are too complicated to make just to create them for every little thing.
Now the rarer scrolls could do one thing, replace high power spells. In game you really only had very few high power spells, and honestly I'd rather make it that you learn the BASE spell and then "edit" it the way you need it, after all you know it why not alter it? The thing would be scrolls would be created with high focus on them, their spells where finely crafted and improved over time ultimately making them something really powerful. So now magic scrolls like this would pretty much be "super weapon class spells", like being able to not just summon one skeleton but a whole skeleton "army" so to say.
Another thing is, scrolls don't disintegrate after use, they remain. However they also don't cause a magic effect for nothing, they actually sap energy from you, both magical energy but they can also drain your body. So using a powerful scroll as a newbie it could easily happen that you pass out cold from using it. The thing is reading a scroll pretty much forcefully causes a magical effect from happening, I see them as having a memetic effect, reading them triggers you subconsciously to cast. Doing it this way scrolls don't have to be one shots but there ARE limitations what you can do with them.

So like this pretty much scrolls would "replace" the super powerful magic effects, but also they could have more "unique" effects that the normal "lego magic" in TES so far can't really perform. In the same move magic itself would become much more flexible as you could alter them, and even scrolls, then learning to write them you could make your own, copy more powerful ones and maybe even alter them to your own preference.


I disagree. I normally agree with you, but Scrolls are simply enchanted parchment (you can make them in Morrowind) and act as a quick, simple enchantment for somebody without Magica. Maybe they should have several uses (Since I think that you should only learn base spells, and hold the button down for power, a scroll could have a certain amount of hold-down time (say, it could do 50 really weak spells or one uber spell.)
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Stephanie Valentine
 
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Post » Sat Feb 19, 2011 12:42 am

I hate how horses stats go by looks. It should be by breed and all breeds have at least a few color options. Also horses should be sized to more like horses in real life with different stats too. It is just annoying,

Do you want it changed and what are your thoughts on it?
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james reed
 
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Post » Fri Feb 18, 2011 11:34 pm

Wouldn't this go in the ideas and suggestions thread?
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I’m my own
 
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Post » Sat Feb 19, 2011 1:48 am

NO because, it is just a persons opinion about it and if it could be changed what they would want. NOT for the new game just a descusion only about this.

Pretend they are making a new patch or something just dont make me have another locked topic. I just got back on the fourms after a few month fourm celebecy!!!!

PLEASE!!!



lol :)
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Angel Torres
 
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Post » Sat Feb 19, 2011 2:41 am

Then if we are only talking about YOUR opinion on the subject why would anyone bother posting on this thread?

This is not a big enough subject to be a stand alone thread. And if its a patch you want then this should go in the OBLIVION topic. Not the TES general topic.

If this one is locked then think about making a thread for "Mounts".
that might be allowed to exist.
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Romy Welsch
 
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Post » Sat Feb 19, 2011 5:54 am

Then if we are only talking about YOUR opinion on the subject why would anyone bother posting on this thread?

This is not a big enough subject to be a stand alone thread.

If this one is locked then think about making a thread for "Mounts".
that might be allowed to exist.



I mean any persons opinion and any other mount talk is fine by me but I was hoping we could talk about the topic not me posting it or if it will be locked.
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Joe Alvarado
 
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Post » Sat Feb 19, 2011 6:43 am

Everybody's posts in the suggestions threads are just opinions.

This is an opinion.

Best be placed in the suggestions thread.

As for myself:
Realistic.

Horse.

Asses.
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Philip Lyon
 
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Post » Sat Feb 19, 2011 8:49 am

havent posted ideas in a while, have cut out some of the numbers after rethinking

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

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

3) Character appearance- the entire game in oblivion, your char looked exactly the same. After brutal combat -> not a single scar or bruise. Make the chars adapt depending on wat they do -> lasting and fading scars from combat, possibly slight changes due to attributes like strength would add muscle tone

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

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

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

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

8) Combat- this needs a complete overhaul, was 2 repetitive, unrealistic.
- More melee options with weapons -> slash, thrust, parry, overhead attack, guard breaker, finishing moves, knockdowns
-Better block ability -> introduce timing for parrying with weapons and alter direction of shield depending on type of strike, shield bash ability
-Counterattacks -> make them hard to execute, but gives u another option rather than waiting to block, then hit back
-Make archery realistic-> if you pierce their legs, they should hobble/be slowed, if u pierce their heart/neck/head it should b almost an instant kill, if it hits solid armour it cannot penetrate it could bounce off
-Visible combat effects-> blood spatters, gouges, cuts, broken armour, blunted swords/dents on shields etc
-Dodge ability, depending on acrobatics/agility
-Assasination ability-> take out an enemy in 1 move without drawing attention
-Possibly add body section damage, ie you slash their throat with a blade they die almost instantly, you hit their legs a few times and their movement is slowed. This would allow you/them to get around a raised shield

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

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

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

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

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

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

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

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

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



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

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

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

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

22) Arena- possibily of an online arena? as for the regular arena, would love to see it in the next 1 with more exciting additions, like water areas, hills, pit falls and wild animals which get released every now and then

23) Morality- We shouldnt have to be the good guy all the time, and there shouldnt b 1 clearcut path that u have to follow. At minimum the main storyline should include different paths to take -> would have loved to do things differently in oblivion

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

25) Economy- A different, more realistic economy is needed-> which changes with the times. Merchants should drop/raise their prices depending on how their doing, and know wen enough is enough(e.g dont buy 1000 rusty daggers off you). Would also be nice to be able to own shops/businesses, using the same simple morrowind system which was effective and engaging. they could probably still improve on that system

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

All i can think of now, will add more as i think of it
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james tait
 
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Post » Sat Feb 19, 2011 7:30 am

Came to think about how various enemies and creatures behave in TES games until now. The difference between Morrowind and Oblivion is very noticeable in a good way, I think it should be even better in TESV.
The first problem with creatures is that almost all of them were manic monsters out to kill you for whatever reason, especially in Morrowind. In Oblivion some actually fled from you or were harmless, but still most attacked you. A good thing in Oblvion was that they, although rarely could flee from you. That mechanic was flawed, but it was there.
In Morrowind all enemis would always empty their magicka, then empty their projectiles and then run at you. No exceptions! We have to say that Oblivion is a huge improvement even if it could be much better. My suggestion for improvement is to make every living thing behave and fight differently. First an example: The best designed creature in Oblivion in my opinion, but also the most annoying one. Will-othe-Wisps are extremely difficult to fight, especially at early levels. They have so many cool properties, if every creature was like them, every fight would be amazing! Their way of attacking is absorbing your health, healing themselves while damaging you. At the same time they absorb magicka making you unable to cast spells and weaken your attributes(I think). The way to fight them is to keep a distance with spells, arrows or a long weapon. That isn't easy either, they are extremely fast and become invisible when moving! Another property is that they can't go under water, they hover over the surface instead. The part about water isn't fully exploited, though. It can bes used in creative ways if the game is designed for it.
Imangine playing an argonian, and almost getting killed by those things. So you dive into a lake(will-o-the wisps should be most normal at lakes, right?) and instead of following you they lose track of you so you can swim away and escape.
There are also boring enemies in Oblivion. Mountain-lions run right at you and just hit away at you for example, so do most creatures. Mountain lions shouldn't do that, they mostly shouldn't attack you at all. If they do, they shouldn't run straight at you, they should try to sneak up on you and attack you by surprise. If the surprise attack fails and you manage to fight back, they should run away and maybe some times continue to stalk you and wait for the next opportunity. The only cases they should fight like in Oblivion is if they are very desperate for some reason, but even then they should flee pretty easily if you give good resistance. That is one creature, what about the most hated creature in TES, cliffracers? From what it looks like in Morrowind, there are very many cliffracers, so maybe they should attack in groups. The "cliffracer scream" could attract other nearby cliffracers. Maybe they won't attack if being too low in numbers? Another thing is that like almost every creature in Morrowind, they all just mindlessly attack you. It makes more sense that they mostly ignore you. The by far worst part of how cliffracers worked was the flying, how slow they would vertically descend on you and then hover over you while hacking like mad. Cliffracers in reality wouldn't be able to do that, they would have to keep moving with the kind of wings they have. Meaning that if they attack, they have to fly at you and attack, then fly away to attack again. That again means that they need space to attack you. It also means that a good block of their attacks will make them fall on the ground, making them easy to kill. Because they are flying creatures, a good hit will make them unable to fly. Attacking is risky, so if their attack proves unsuccessful they will most likely flee and not put up more resistance.
And think about storm atronaches. Really hard enemies that won't flee, but with so many possibilities. Every creature and NPC has these possibilities to be truly unique!
That's just a few examples, if every creature worked its own way it would be a great improvement.
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how solid
 
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Post » Sat Feb 19, 2011 6:24 am

By the Flying Spaghetti Monster it's been a while!

Ok things I would love to see in TES V, and missed from Oblivion are:

Spears! Where the hell did humankind's oldest weapon go? Did it levitate away!

Climbing (you know like in daggerfall!), I'm a thief and i can see a lovely window on the top floor that would get me to my target avoiding all the annoying guards but no alas i must lock pick the door and sneak past the guards same as the warrior would have to do. Oh and even as a thief i still even if i could get to it, can't open that window...

Crossbows another item to go the way of the floating spear...

Talking of floating spears where did levitate go, along with some other nice spells?

Enemy levelling! What the hell! Instead of giving the bandits glass armor give them something like rusty steel and another mate or 2 and go from there so that you end up fighting ten bandits in a mix of armor and weapons.

And speaking of armor what about those lovely shoulder pads!

Also the steampunk feel that the dwermer had in morrowind is just gone from Oblivion along with the legion.

And very simply, Werewolves!

Oh and more races!

I could come up with more but can't be bothered right now so, thats all for now folks! For now.
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Melly Angelic
 
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Post » Sat Feb 19, 2011 12:51 am


Spears! Where the hell did humankind's oldest weapon go? Did it levitate away!


nope they couldnt have -> they took levitate away b4 the spears could use it :lol:
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TIhIsmc L Griot
 
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