TES V Ideas and Suggestions # 182

Post » Fri Feb 18, 2011 8:31 pm

The current argument is about whether education is important?

Anyways, A huge step-up for the armor system is more slots and more variety in the options. Think about the icon for the sorcerer pre-made class, I want the ability to look like that


The arguement is whether or not to add schools. People like me just add their rants about how useless parts of school is :P

A little bit of science is still science and if a blacksmith just heats up metal and bangs on it without adding any sort of flux or understanding the science behind it, all the stuff he makes will svck.

And for the thing you said about merchants... reading or asking about how something works is learning science, duhhhh.

I don't think there should be a schoolhouse at all because this isn't the colonial age, but a lot of commoners use science.

If you had said, "rocet science isn't very important" I would have agreed with you. But, you said science in general is useless. Science is as old as religion. You can't have society without science.


last i checked reading and talking wasn't science, it was more of Language Arts. And if there is no school house how did the commoners learn the science? Oh and science is defintally not as old as religion. Religion is our way of explaining the "unexplainable" science is the explaining of the previously unexplainable. we were worshipping gods long before we actually started learning and explaining.
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Brentleah Jeffs
 
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Post » Fri Feb 18, 2011 10:19 pm

I agree, but obviously that's already been fixed, given that Fallout 3, which was running on a modified Oblivion engine, used local hit detection, so Bethesda will likely implement it soon. Plus, I really want to kill someone with an arrow to the eye.



Err... Fallout 3. AKA Oblivion with Guns. Bethesda has already made a game with armor options like those of Oblivion but with Local Damage.


"Oblivion with guns"? The games are two entirely different experiences, besides the graphics and dialogue, thats all I'm going to say about that. I would like to be able to get bonus head-shot damage with arrows, because archery is f$%cked up in oblivion.
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Rinceoir
 
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Post » Sat Feb 19, 2011 12:21 am

"Oblivion with guns"? The games are two entirely different experiences, besides the graphics and dialogue, thats all I'm going to say about that. I would like to be able to get bonus head-shot damage with arrows, because archery is f$%cked up in oblivion.


Entirely different experiences? In one you shoot arrows and throw fireballs, in the other you shoot bullets and throw grenades. Sure the settings different but they are very similar games. The only real differences are the advancements they have made, the improvements from TESIV to Fallout3. But yes in Oblivion archery was [censored] up aka pincushions :P
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lilmissparty
 
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Post » Fri Feb 18, 2011 9:55 pm

To you and Lord Umbrage. Im not saying learning to read, write, and spell are bad, on the contrary learning is a very good thing. But seriously we're not going to use at least half the [censored] we learn in school. If we become historian we might use the history and english. If we become scientist the science and math. etcetera etcetera. The rest we dont use just becomes hours on hours waste of our lives.


If you don't use history to your advantage then you are at a severe disadvantage. Having a historical perspective colors almost all of my actions. When I enter a conversation about religion, my understanding of history helps me win debates. If I am watching a movie such as District 9 (Or Easy A, which I just now came back from watching) my appreciation is improved because of my understanding of history. When I'm at work, I use history to my advantage (I'm an IT Intern at a school. I know plenty of people in IT who don't know anything about the history of networking, and they make all sorts of dumb mistakes).

Knowing history makes the world a better place. I don't enjoy learning about anything other than Film, Gaming, and Computer history, but I know how learning about general world history has helped me, and so I continue to learn about it. svck it up, you'll be better for it.
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neil slattery
 
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Post » Sat Feb 19, 2011 11:21 am

A little bit of science is still science and if a blacksmith just heats up metal and bangs on it without adding any sort of flux or understanding the science behind it, all the stuff he makes will svck.

And for the thing you said about merchants... reading or asking about how something works is learning science, duhhhh.

I don't think there should be a schoolhouse at all because this isn't the colonial age, but a lot of commoners use science.

If you had said, "rocket science isn't very important" I would have agreed with you. But, you said science in general is useless. Science is as old as religion. You can't have society without science.

You don't need to know the science behind something to do it, you just need to know how to do it. I'm sure that a stone wheel I make would be as good as if I knew why it moved so smoothly and I made one. Science is the "why," the rest is the "do." You can achieve the "do" without the "why." I don't need to know why that wheel rolls, I just need to know that it does roll.

And you can have a society without science. There wasn't much science in the times of ancient Rome. Sure, they had technology, but that wasn't linked with science. Armor, chariots, they were all advancements of previous artifacts. If I make a tool out of iron and decide it's better than stone, that's not really science. Of course, we all have our definitions and views about science, I just wanted to tell what I believe. ... I just tend to overdo it... to a small extent.

So what about that crazy "fast-travel" thing they have nowadays, eh?
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Dalley hussain
 
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Post » Sat Feb 19, 2011 2:36 am

You don't need to know the science behind something to do it, you just need to know how to do it. I'm sure that a stone wheel I make would be as good as if I knew why it moved so smoothly and I made one. Science is the "why," the rest is the "do." You can achieve the "do" without the "why." I don't need to know why that wheel rolls, I just need to know that it does roll.

And you can have a society without science. There wasn't much science in the times of ancient Rome. Sure, they had technology, but that wasn't linked with science. Armor, chariots, they were all advancements of previous artifacts. If I make a tool out of iron and decide it's better than stone, that's not really science. Of course, we all have our definitions and views about science, I just wanted to tell what I believe. ... I just tend to overdo it... to a small extent.

So what about that crazy "fast-travel" thing they have nowadays, eh?

Without science, how did they build the aqueducts, first of all?

I think I should stop and ask for your definition of science.

To me it's any sort of anolyctical study of nature, space, physics, anatomy, history, people, etc. or experimenting and considering the results.

When the priests took note that the sun sets in the west and rises in the east, that was science, so it's definitely as old as religion.

You can't just throw some ore on a campfire to make a sword. They had to do a lot of experimenting to invent the forge. And a blacksmith has to do a lot of experimenting before he can make a good sword.

And for your information, the Romans and Greeks had clocks and constellations and extensive essays describing plantlife and wildlife. And museums displaying fossils.
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Heather Dawson
 
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Post » Sat Feb 19, 2011 8:40 am

Is this a discussion on how important science is? Here is a better idea, lets suggest stuff for Elder Scrolls V!
Besides, who needs science when you have magic?

Know what would be sweet for TESV? ladders...
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Javier Borjas
 
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Post » Sat Feb 19, 2011 8:12 am

Well, if we're talking Aqueducts in terms of the Imperials, real aqueducts were built without knowing why or how they worked, just that they did through empirical observation, same with arches and domes. If you want, have the Mede Imperials do that and make the refugee elves shocked and appalled at such reckless things.

I was thinking as I went through the inordinately long process of waking up. First, I like hardcoe mode on an idea level and if that works well then it should be in TESV, if not it should be ruthlessly cut.

Second, take these two features, free-roaming exploration and the lore. Put them in a bubble, and take those over here to the left. Keep a close eye on them.

Now, that removed, take every other gameplay element and ax it. Then put in something new. Toss those onto TES free-roam and lore, which are intact.

Maybe not so drastic as that, but I would like to see them take chances. Radical changes like between Daggerfall and Morrowind to the way the game plays.

Oh, and another thing. The books that you can't actually read works fine for Fallout, but I would be very upset if I learned that you couldn't read in-game books in TESV. So I think that should stay.
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Ryan Lutz
 
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Post » Sat Feb 19, 2011 4:50 am

I think they should have all of Tamriel in the game. Update Cyrodil by having Kvatch rebuilt, maybe have a quest to crown a new emperor. When you start the game you should start in your chosen races province maybe each race should have its own origin tutorial quest. The ability to hide corpses, new weapons like cross bows and spears. Change some of the armors, add new clothes/armors. Maybe add the shivering isles and have the original hero of kvatch be sheogorath by having him explain that becoming the mad god has changed his appearance to the original. The ability to kill all characters in the game unless they are quest related and they can be killed after the quest. New factions to join, all factions from oblivion are now leaderless except the thieves guild that has armond as gray fox. The guilds quests can be about you rising up to fill the vacant leader rule due to the original leader becoming sheogorath. Things like wearing necromancers robes in the mages guild should cause them to attack or expel you. More classes should be added, more races should be added. The graphics do not have to change, multiplayer is not needed. I think TESV should be focused on a PC and PS3 so they dont have to be limited by the 360's hardware. It should be ported to 360 later probably have 2 or more discs but I'm sure you wouldnt mind if it's TESV. They can all be released on the same day but the releases would have to be put off to wait for xbox version.
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Emmie Cate
 
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Post » Sat Feb 19, 2011 10:32 am

Is this a discussion on how important science is? Here is a better idea, lets suggest stuff for Elder Scrolls V! *snip*


This. This is the TES V Ideas and Suggestions topic, after all. ;)

Take the non Elder Scrolls stuff to PMs.
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Alyce Argabright
 
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Post » Fri Feb 18, 2011 7:39 pm

Or outside...
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Mark
 
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Post » Sat Feb 19, 2011 5:27 am

To Daniel Kay - and others who would enjoy a locational-protection system.....

- If a system like this is implented, then how would skill-development be usefull? It seem like you can do as much damage with a certain weapon no matter your level because you weapons skills dont effect the attack damage, so what does it do? How does a skill like "Blade" effect my combat situation as I progress?
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Aliish Sheldonn
 
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Post » Sat Feb 19, 2011 10:17 am

To Daniel Kay - and others who would enjoy a locational-protection system.....

- If a system like this is implented, then how would skill-development be usefull? It seem like you can do as much damage with a certain weapon no matter your level because you weapons skills dont effect the attack damage, so what does it do? How does a skill like "Blade" effect my combat situation as I progress?

First off I would do a aiming circle instead of a crosshair, as your skill rises you hit more centered again, especially with very fast and powerful attacks.
Second, your character is more "precise", that means he CAN do make damage as he can hit weak points in armoring better.
Also you won't need as much stamina to operate your weapons meaning you can fight longer without being powered out.
With higher skill you can also perform more complex moves more precisely.

And it can affect the power of attacks, you can put more power "controlled" into an attack, pretty much the "stamina" you use translates better into attack power.

EDIT:
Also you have a better grip on your weapon, less risk it can be knocked out of your hand.
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Kahli St Dennis
 
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Post » Sat Feb 19, 2011 5:27 am

To Daniel Kay - and others who would enjoy a locational-protection system.....

- If a system like this is implented, then how would skill-development be usefull? It seem like you can do as much damage with a certain weapon no matter your level because you weapons skills dont effect the attack damage, so what does it do? How does a skill like "Blade" effect my combat situation as I progress?


How about your technique, ability to hit properly and more flexibility with the weapon. Take a look at Gothic 12 and you'll see what I mean. You can actually see the improvement in handling the weapon making it more effective. Damage should be the same on every character with the same strength.
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Alexx Peace
 
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Post » Sat Feb 19, 2011 11:16 am

To Daniel Kay - and others who would enjoy a locational-protection system.....

- If a system like this is implented, then how would skill-development be usefull? It seem like you can do as much damage with a certain weapon no matter your level because you weapons skills dont effect the attack damage, so what does it do? How does a skill like "Blade" effect my combat situation as I progress?

Weapon skill should affect damage in that better skill means more precision, and this equation should be up against the enemy's dodge skill combined with their armoring. If they're good at dodging with not so great armor, you have to have good enough weapon skill to hit them correctly. If they're not good at dodging but their armor is pretty good, you'll need very good precision to affect them with a sword, not as much needed with a blunt weapon. Once your weapon skill is high enough, this precision translates into better chances of critical strikes against people who have a lower defense combination. So a master with 100 skill in sword should be critical striking most everyone with every attack. The medical skill can add to your critical strike ability.
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Lizzie
 
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Post » Sat Feb 19, 2011 6:22 am

How about your technique, ability to hit properly and more flexibility with the weapon. Take a look at Gothic 12 and you'll see what I mean. You can actually see the improvement in handling the weapon making it more effective. Damage should be the same on every character with the same strength.

Oh yea and on that, you could make connected attacks faster and "recover" (bring your weapon in position for another strike) after an attack faster.
Additionally some attacks that are pretty "pathetic" at low level can due to raised accuracy and strength put into them become more useful, a spin-attack for example would be quite unaimed so more "hit or miss", at higher skill you're able to hit your mark much better and with more force put into it.
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daniel royle
 
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Post » Sat Feb 19, 2011 11:04 am

I like all those responses that you guys posted to me :).

Just got another question concerning weapons. Just wondering: Does the variouse weapon types have any difference effect or is there a difference in all the weapons in the same catagory?
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Breautiful
 
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Post » Sat Feb 19, 2011 4:01 am

I like all those responses that you guys posted to me :).

Just got another question concerning weapons. Just wondering: Does the variouse weapon types have any difference effect or is there a difference in all the weapons in the same catagory?

There SHOULD be difference between weapons and the kind of damage they do.
Some weapons are better for cutting like swords and knifes, others are better for stabbing like daggers or spears. Blunt weapons cause blunt trauma which doesn't make a huge wound but can cause muscles to be compressed and with that numbed and have a easier time to cause fractures.

Large cuts cause heavy bleedings which means your "health" will ticker down, additionally using the affected limb causes pain to your character which can affect his overall effectiveness.
Piercing wounds go deep into tissue and can block it from moving, a arrow being stuck in your arm can severely hinder the mobility it has. Additionally they have a high chance to pierce into deep tissue and organs which can have effects like severe stamina damage (lungs), severe bleeding (guts), or have a high chance of being lethal (heart/brain). For that they have to hit the right place AND go deep enough though.
Blunt injures can numb affected muscles as said and can break bones. Additionally if a blunt wound is severe enough it can "squish" tissue which is only a light bleeding but a deep and large injure.

Also all kinetic energy carries over on the target no matter if armored or not, the armoring can pad the hit a bit if it's soft or disperse the blow a bit but it still carries over.

There can also be different kinds of injures too like tears, those could be simulated by several tiny wounds that accumulate together into a bigger one.
It could be done by giving each single body part a "health" bar so to say that, when it goes down, reduces effectiveness. If it reaches 0 the body part becomes useless, if it continues to be injured it could even happen that the body part is "destroyed".


EDIT:
Also on damage locations, many would not have to be actual locations but be simulated. For example bones can only be "theoretical" zones. When your arm is hit it calculates how much it damages the muscle tissue and how much energy is carried over into the arm. Cutting weapons don't compress muscles much, they cut through it, blunt weapons compress muscles, when it reaches a certain point the bone below it can be affected. Basically if the kinetic force on the body part is above a certain point it can fracture a bone.
Fractures can come in several levels too, a injured bone (not broken but hurt), light fracture (bone has a hairline fracture), broken (clean broken though) to multiple fractures and even "crushed"
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Harry Hearing
 
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Post » Sat Feb 19, 2011 5:31 am

I like all those responses that you guys posted to me :).

Just got another question concerning weapons. Just wondering: Does the variouse weapon types have any difference effect or is there a difference in all the weapons in the same catagory?
I'd say every weapon has three attack types and every armor has three defense types: Piercing, blunt, and slashing. Swords have high slashing and piercing depending on the attack, a spiked mace has good blunt and piercing.

Leather armor might have pretty good defense against blunt, so it would block that from the mace alright, but the spikes on the mace would be reduced only a little. Plate mail would be very good against slashing swords, but not quite as well against blunt weapons. Arrows would have high piercing, very low slashing, and some blunt, but no almost no blunt damage for a deflection.
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Bee Baby
 
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Post » Sat Feb 19, 2011 10:55 am

Also on Armor, here are a few thoughts.

I'd change it that a armor has a numbered value, I'd make it that you have a list of materials the armor can be made from and a "built type" that has a few presets.
For example you'd have "iron" in the material and the built type "imperial cuirass". The Imperial Cuirass preset has the thickness of the material predefined and also how mobile the individual parts are, making it of iron then changes it's weight and how well it protects.

The predefined material can also have different abilities assigned to them, like how much it conducts temperature and electricity, how corrosion resistant it is. it's flexibility (softest would be like unwoven cotton, stiffest would be glass) etc. Dwemer material for example would have a very high average density so it's quite heavy but also is very insulating (like the pipes made of dwermer metal that directly lead into lava pools) and very corrosion resistant. It's resistance also makes it harder to repair though.

I'll have to write that down a bit more detailed (I think I already did somewhere in the past).
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Lucy
 
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Post » Sat Feb 19, 2011 7:09 am

Also on Armor, here are a few thoughts.

I'd change it that a armor has a numbered value, I'd make it that you have a list of materials the armor can be made from and a "built type" that has a few presets.
For example you'd have "iron" in the material and the built type "imperial cuirass". The Imperial Cuirass preset has the thickness of the material predefined and also how mobile the individual parts are, making it of iron then changes it's weight and how well it protects.

The predefined material can also have different abilities assigned to them, like how much it conducts temperature and electricity, how corrosion resistant it is. it's flexibility (softest would be like unwoven cotton, stiffest would be glass) etc. Dwemer material for example would have a very high average density so it's quite heavy but also is very insulating (like the pipes made of dwermer metal that directly lead into lava pools) and very corrosion resistant. It's resistance also makes it harder to repair though.

I'll have to write that down a bit more detailed (I think I already did somewhere in the past).
I've still got the list of things that could go into armor.

Durability
Enchantability
Agility
Speed
Endurance
Climbing
Athletics
Acrobatics
Theft
Slashing resistance
Piercing resistance
Blunt resistance
Fluting
Repairability
Frost protection
Fire protection
Lightning protection
Spell resistance
Joint protection
Sound
Shine
Attractiveness
Value

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Quick Draw
 
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Post » Sat Feb 19, 2011 6:13 am

Materials and armor builds:

Materials:
Instead of just adding a number to a weapon and armor I would rather have a material selection. This way more materials can be added and their different abilities chosen from a list of values and attached scripts.

The factors for materials could be like this:

Material name: (Name)
Density: -,-- g/cm3
Stiffness: 1 (Very flexible) – 100 (Stiff)
Hardness: 1 (Very soft [brittle on high stiffness]) – 100 (Very Hard) [can be derived from mohs scale]
Corrosion resistance: 1 (Corrodes fast) – 100 (Does not corrode)
Temperature conduction: 1 (Almost no temperature conduction) – 100 (Very high temperature conduction)
Electrical conduction: 1 (no conduction) – 100 (super conductive)
Magical conduction: 1 (shields off magic [in a full body suit you would not regenerate magica]) – 100 (fully conductive)
Special abilities: (special scripts you can attach to the materials, there can be more than one ability)


For example, Iron could look like this (values don't have to be fully accurate):
Material name: Iron
Density: 7,874 g/cm3
Stiffness: 40
Hardness: 40
Corrosion resistance: 25
Temperature conduction: 75
Electrical conduction: 70
Magical conduction: 20
Special abilities: -None-

Or Silver:
Material name: Silver
Density: 10,49 g/cm3
Stiffness: 25
Hardness: 20
Corrosion resistance: 90
Temperature conduction: 90
Electrical conduction: 90
Magical conduction: 75
Special abilities: “Harms-Spirit-Beings.script”

And just for further comparison, diamond:
Material name: Diamond
Density: 3.5 g/cm3
Stiffness: 100
Hardness: 100
Corrosion resistance: 99
Temperature conduction: 10
Electrical conduction: 1
Magical conduction: 50
Special abilities: -None-

Other materials can be derived from this as well. Window glass for example would have a very high stiffness and medium hardness.

Additionally some material abilities can change depending on how it was treated. For example Iron can be put in 2 categories, raw iron (base values) and smithed iron (shock hardened, it's stiffer and harder).


Armor builds:
Armors should be made of more individual parts that are then combined into a armor piece. Those individual parts can be made of different materials and vary in their build style which influences thickness, mobility and with that how protective they are.
So when making a Armor piece you get a roll out of what single parts it's made which you can then individually alter and even remove (in game and in the construction set).

There can be a list of build types already predefined and also new ones added by modders. The list could include factors like:

Build name: (Name)
Mesh: (Select the mesh folder for this armor piece)
Cumbersomeness: 1 (not cumbersome at all) – 100 (very cumbersome to wear, hard to move in)
Build stiffness: 1 (flexible, chain mail) – 100 (stiff, solid plates)

So a Cuirass for example would not just be one mesh but a collection of smaller meshes combined into one. You can remove individual parts to for example increase mobility and decrease weight. You could for example only wear the front part of a cuirass and leave away the whole backside which would save you a lot of weight but also leaves your whole back open.

Not all armor pieces would have the same amount and placement of parts, some have more individual parts like a separated chest and stomach part, some have more connected ones like the previous being connected into one.
It would simply go by how many “slots” one piece already takes up.
As for which individual parts I'd do, http://www.gamesas.com/index.php?/topic/1118847-tes-v-ideas-and-suggestions-182/page__view__findpost__p__16451817
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Red Bevinz
 
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Post » Fri Feb 18, 2011 7:06 pm

this has probably been mentioned before. its pretty simple. they need an easy way to place objects in your home. for example it would be great to be able to put your favorite swords on a weapon rack. this could be done by an inventory style screen or better yet just make the weapon racks more interactive to allow players to place weapons as well as remove them. books and other items should be easy to place where you want them with the same sort of set up. who knows, bethesda will probably overlook this again on the next elder scrolls, but heres hoping they come up with something on this.
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Richard Dixon
 
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Post » Sat Feb 19, 2011 2:26 am

this has probably been mentioned before. its pretty simple. they need an easy way to place objects in your home. for example it would be great to be able to put your favorite swords on a weapon rack. this could be done by an inventory style screen or better yet just make the weapon racks more interactive to allow players to place weapons as well as remove them. books and other items should be easy to place where you want them with the same sort of set up. who knows, bethesda will probably overlook this again on the next elder scrolls, but heres hoping they come up with something on this.

One idea on there was that some items can have "snap to" points. A table for example could be split into squares or hexagons that things you put on it simply snap to (In addition some items could be "arranged" like a dinner set or fruit in a bowl). Different weapon racks would have different snap to points as well.
On a table example, take a table that's about 2 x 1 meters, pretty much a normal dinner table. If this was split into 8 x 4 squares (32 in total) you'd have 32 spots you could put an item on and it snaps to it.

Items placed this way are temporarily suspended from physics, only when a force is enacted on them they move again, like when you take it off or hit it. Just walking into it should only trigger interaction after a second or two so it doesn't happen accidentally.
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jess hughes
 
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Post » Fri Feb 18, 2011 10:33 pm

For locational damage. Maybe when you become like a master with a weapon, or as you progress higher or something weak points or openings are highlighted during a fight because we wouldnt really know the weak points unless we actually studied how to fight and what not. So as you get better you can more instinctively recognize the weak points so more and more would be highlighted for the weaker opponents and the one or two would be highlighted for the better opponents when you get high enough? I think this might play into a more advanced fighting system.
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R.I.p MOmmy
 
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