TES V Ideas and Suggestions # 182

Post » Sat Feb 19, 2011 9:55 am

Hey, this is my first post here, but I've been lurking for a while now and thought I may aswell contribute something to this discussion.
Spoiler

1. I actually think that the changing of scrolls could be useful. What I would propose is a more clear divide between magic and scrolls.

Magic would become an effect, and rather than simply creating a spell with said effect, you would instead learn to cast the effect, then charge it to the desired level. These effects would charge to higher levels faster for stonger characters. eg.
(for the purposes of (hopeful) simnplicity, all values have been reduced in this example)
A level 1 magic based character buys the "fireball" effect, and attempts to cast it in combat. He/she has the choice; cast it instentaniously for 1 point of damage, or charge it for say 10 seconds to do 10 damage, or anywhere inbetween. Similarly, the same character attempts to cast it again at a higher level, say, 20. Now it charges much faster, and to a higher damage, so instead of increasing by 1 damage per second, it would go up by 10 damage per second.

On the other hand, scrolls would provide quick acess to stronger spells, but they would be expensive/rare items. These scrolls would vary in effect and power of course. The scolls would possible have a limited number of uses, but could be used byt any type of character.

This could in theory add much more variety to magic, and for anybody that plays D&D (3.5, don't know about 4.0), it would be similar to the Sorcerer/Wizard choice; one prepares the spells they will need beforehand using forsight and intuition to guess what they will need, however, their magic is stronger (scroll user). Meanwhile the other makes on the spot decisions with slightly weaker spells, but has the benefit of adapting more easily.

I do realise that this may be fairly complicated, but I can go over it if need be.

2. While I'm not entirely sure whether or not this would be more appropriate in a different thread, I figured I may aswell include it in this post. One thing I've noticed about people's preference to the area that the next game is set in is to do with the size of the province in question. For example, many people will say "The next game should be set in X because it's one of the biggest provinces", and while they have a fair point, they mostly forget the difference between SIZE and SCALE. As explained in the Infernal City, the distances between places and the actual size of the places in question are drastically reduces in the games due to the fact that Bethesda simple can't make a game THAT big. This means that the bigger the province is, the lest realistic the distances become.

But what if they were do do something smaller? In this example, I will use Cyrodill. Just by looking at the map I got with oblivion, I can see that there are 8 relatively small "cities". In reality, these cities would barely qualify as small towns. Now, what if they were to make the area of the game smaller, more focused. For the purposes of simplicity, I'll use the area between Anvil and Skingrad. So, that's 2 cities, take those away from the origional 8 and that leaves you with 6. That 6 is the equivelent of 6 cities. So, 6/2 is 3, which means you are adding on the equivelent of 3 cities to the two which remain - effectively making them 4x the size they would be otherwise (if I got my maths right that is); and that's not taking into account the fact that the IC is bigger than the rest of the cities too, so that would bring the size up to 4.25-4.5x the size. It would also mean that te distances between these places would be increased by this much.

But what does this all achieve? To put it simply, is makes the worls technically smaller, but greatly increases the scale, making it overall more realistic. I would at this point begin to rant about how it should be set in Highrock, but I guess I can save it 'til later, onward to point 3!

3. Lots of people (me included) want the inclusion of the weapons that were taken out of Oblivion. But I have a question. Why stop there? It's only human to be greedy somethimes, so why aren't we more demanding over the variety of weapons available for use. Of course, some people have already said one or two new weapons should be included (eg. throwing axes), but there are many more fish in the see. Using D&D for inspiration once again, and delving into the weapons section of the player's handbook, there are dozens of weapons that would make interesting additions to an elder scrolls game. For one, there isn't simply "Bow" and "Crossbow". Bow wise, there's short and long bows, both of which have composite forms. Crossbows have even more variety, being split into hand, light and heavy, all with more expensive but faster repeating forms. Another interesting weapon is the Urgrosh, a dwarven weapon which is esentially a poleaxe with a spkie on the other end. Imagine, your foe charges towards you, you strike low, trip him up, raise your urgrosh high, then jab the spike deep into his chest. There's more; whips, punching daggers, armoured gauntlets, armour and shield spikes, slings, quarterstaves, javelins, pick-axes, scimitars, bastard swords and dozens more. Imagine that kind of choice in an elderscrolls game.



I have a few more ideas, but there's no point adding them in at this point if nobody really likes any of these suggestions.

Anyway, thoughts/ideas/comments?
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Nice one
 
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Post » Fri Feb 18, 2011 7:25 pm

Time for a new thread!
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Stephani Silva
 
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Post » Fri Feb 18, 2011 7:12 pm

You can capture "creature essence" in essence jars (cost 10000) to use in the creation of conjuration spells.


When you summon something, you are taking something from somewhere (most often Oblivion) and bringing it to were you are. Another version of soul trap would't change that.
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Chris Ellis
 
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Post » Fri Feb 18, 2011 8:15 pm

When you summon something, you are taking something from somewhere (most often Oblivion) and bringing it to were you are. Another version of soul trap would't change that.


no i mean that when fighting non summoned creatures you trap their "essence" so that you can go to a spell craft altar and create a spell for drawing them from the afterlife to make them fight for you.

It was also partly that I didn't think it through however this explanation I think makes it plausible.
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sara OMAR
 
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Post » Sat Feb 19, 2011 10:34 am

But they should do something for warrior character's who don't have high climbing so they are not restricted to a more linear world.

Sorry if I groan but saying "climbing is not for warriors" is BS.

Just one more reason why I'd want to kick the whole "Big 3" system out the window for good, it just doesn't work and makes absolutely nonsensical groupings and splitting of skills.

I should add that to my signature.
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Taylor Bakos
 
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Post » Sat Feb 19, 2011 8:26 am

Sorry if I groan but saying "climbing is not for warriors" is BS.

Just one more reason why I'd want to kick the whole "Big 3" system out the window for good, it just doesn't work and makes absolutely nonsensical groupings and splitting of skills.
Ditto. If you want to climb, take the climbing skill.
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Lovingly
 
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Post » Sat Feb 19, 2011 1:50 am

Sorry if I groan but saying "climbing is not for warriors" is BS.

Just one more reason why I'd want to kick the whole "Big 3" system out the window for good, it just doesn't work and makes absolutely nonsensical groupings and splitting of skills.

I should add that to my signature.


Well if your character wears heavy armor, don't you think it would be hard to climb? they will probably have high strength, but I don't think that would compensate.
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Andrea P
 
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Post » Sat Feb 19, 2011 11:05 am

Library in the mages guild but far more books and find out about quests using books

THIS. I would love to be reading random books and pick one up that mentions a child that was lost in the forest decades ago, then going out to find the child, who is now an advlt. Or maybe there is an author challenging the lineage of some ruler, and you either try to uncover more information or silence that author for his treason.
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Blackdrak
 
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Post » Fri Feb 18, 2011 10:11 pm

Well if your character wears heavy armor, don't you think it would be hard to climb? they will probably have high strength, but I don't think that would compensate.

Nothing says a warrior HAS to wear heavy armor (Look at Conan, he pretty much just wears pants... barely) and if you absolutely HAVE to climb something you could bundle your stuff up, climb up with a rope and then pull your gear up.
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matt
 
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Post » Sat Feb 19, 2011 12:05 am

Nothing says a warrior HAS to wear heavy armor (Look at Conan, he pretty much just wears pants... barely) and if you absolutely HAVE to climb something you could bundle your stuff up, climb up with a rope and then pull your gear up.

This. Ever heard of Barbarians? Common RPG class, usually wielding heavy axes and hammers, but not wearing heavy armor.
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.X chantelle .x Smith
 
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Post » Fri Feb 18, 2011 7:27 pm

Sorry if I groan but saying "climbing is not for warriors" is BS.

Just one more reason why I'd want to kick the whole "Big 3" system out the window for good, it just doesn't work and makes absolutely nonsensical groupings and splitting of skills.

I should add that to my signature.


I kind of like the Big 3 (B3), but only as templates, in TES, all skills have always been active when you enter the game, you might not have invested in climbing, but if you try to scale a wall you will be practicing your climbing skill, and subsequently raise it. Really it shouldn't be B3 as much as I would want a B4, so that there can be a template for a less violent more manipulative template.
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Wayne W
 
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Post » Sat Feb 19, 2011 4:34 am

I kind of like the Big 3 (B3), but only as templates, in TES, all skills have always been active when you enter the game, you might not have invested in climbing, but if you try to scale a wall you will be practicing your climbing skill, and subsequently raise it. Really it shouldn't be B3 as much as I would want a B4, so that there can be a template for a less violent more manipulative template.

What kills it though is if the game outright ASKS you "do you want to be a warrior, mage or thief"... where is choosing freely in that?
This is why I want FULL freedom in that, no primary skills, no secondary skills, no minor skills, JUST your skill list and what you "are" is determined by what is most exercised. That way you're not railroaded into anything but can still have a starting bonus for the ones you want.

Speaking of that, directly assigning your skill points would be nice, just have a upper and lower limit and maybe by "how much" you can alter a skill.


EDIT: The thing is the "big 3" thinking as no "overlapping skills", there is a clear hard cut between each set which often makes no sense at all.
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Amelia Pritchard
 
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Post » Sat Feb 19, 2011 6:07 am

What kills it though is if the game outright ASKS you "do you want to be a warrior, mage or thief"... where is choosing freely in that?
This is why I want FULL freedom in that, no primary skills, no secondary skills, no minor skills, JUST your skill list and what you "are" is determined by what is most exercised. That way you're not railroaded into anything but can still have a starting bonus for the ones you want.

Speaking of that, directly assigning your skill points would be nice, just have a upper and lower limit and maybe by "how much" you can alter a skill.


EDIT: The thing is the "big 3" thinking as no "overlapping skills", there is a clear hard cut between each set which often makes no sense at all.

http://www.gamesas.com/index.php?/topic/1118847-tes-v-ideas-and-suggestions-182/page__p__16446935&#entry16446935
http://www.gamesas.com/index.php?/topic/1119029-classes/page__p__16452308&#entry16452308


I covered a way to improve classes to make game play more open and less restrictive in those two posts.
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Baby K(:
 
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Post » Sat Feb 19, 2011 3:43 am

http://www.gamesas.com/index.php?/topic/1118847-tes-v-ideas-and-suggestions-182/page__p__16446935&#entry16446935
http://www.gamesas.com/index.php?/topic/1119029-classes/page__p__16452308&#entry16452308


I covered a way to improve classes to make game play more open and less restrictive in those two posts.

I'd also add NOT having to chose a class in the beginning, instead leave the class just open as a sort of "title" you can give yourself.
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QuinDINGDONGcey
 
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Post » Sat Feb 19, 2011 9:22 am

Nothing says a warrior HAS to wear heavy armor (Look at Conan, he pretty much just wears pants... barely) and if you absolutely HAVE to climb something you could bundle your stuff up, climb up with a rope and then pull your gear up.

Before I meant warrior in a more narrow context, like the stock class.

Moreover, the rope could be a viable solution, but would you have to wait longer (pulling it up and all)?
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saharen beauty
 
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Post » Sat Feb 19, 2011 10:02 am

Post limit - new one coming up.
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Project
 
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