TES V Ideas and Suggestions # 182

Post » Sat Feb 19, 2011 9:32 am

Welcome to TES V Ideas and Suggestions # 182

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 leveling 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/
http://www.gamesas.com/index.php?/topic/1117711-tes-v-ideas-and-suggestions-181/
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Sammygirl500
 
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Post » Sat Feb 19, 2011 1:32 am

-In the skill groups system I suggested a few pages back makeshift weapons would be relatively easy to categorize. With a more sim-physics based system you wouldn't need to give everything damage values as well, just calculate speed, weight and material/condition into a value.

@ Daniel ....that is the sixiest sentence i read EVEAAAAAAA :wink_smile:

I agree we should see something new, no more numbers (only for codes and stuff) for "levels" no more 2 -12 or 100 blade :P ewwww.

give thief like stealth, dark messiah like combat/spells (improved of course), and more vertical awesome environments.

FREEDOM...............
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Leilene Nessel
 
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Post » Fri Feb 18, 2011 7:20 pm

I've already mentioned a few of these things but I wanted to make an organized list so I can look back on it when the game is announced. Here are the things I want to see.. some are a bit unrealistic, but we can dream right?


- “Parkour” skill. And have almost every wall in the game scalable like in Assassin's Creed. The better your skill is, the more areas you can climb. Great for thieves.
- Photorealistic graphics and physics
- Realistic character animation/body movement
- Bigger world (Summerset Isle AND Skyrim, both individually bigger than Cyrodiil)
- Custom weapons and armor. I want to be able to adjust the tension on bows, make a completely custom sword (custom blade shape and hilt), and customize a staff (sharpen one end, put glowing crystal on top to light dark areas, etc.) to name a few.
- More mounts and means of transportation. If we can take over a pirate ship, have it be our own, AND be able to customize and sail that ship. Dragons are farfetched but it would be a perfect flying mount only attainable when you are a very high level and have lots of money. Assuming the game world is as big as I said above, it would be nice to be able to fly. And more customization options for horses WITHOUT having to pay extra for DLC.
- More player housing. It would also be cool to be able to buy and sell real estate as a means to make money.
- Themed, manmade temples. Like the ones in Zelda Ocarina of Time. It would just be a little more interesting than most of the dungeons from Oblivion that just seemed dug in the ground and infested with raiders and rodents.
- Some sort of online or multiplayer. Nothing like an MMO, but it would be cool to be able to explore with your friends, whether they're sitting next to you or via online. An arena/gladiator mode would be nice too.

That's all I can think of for now. Let me know what you think.
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joseluis perez
 
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Post » Sat Feb 19, 2011 11:14 am

All that would be desirable, but it would be very hard to pull off and probably could not be handled by the current generation of consoles.
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Teghan Harris
 
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Post » Sat Feb 19, 2011 11:13 am

Button re-purposing:

Here is an idea that was started thanks to http://www.gamesas.com/index.php?/topic/1117711-tes-v-ideas-and-suggestions-181/page__view__findpost__p__16434458 so he deserves some credit/blame as well :foodndrink: .

Pretty much the idea is that a few buttons could have additional functions or react more context sensitive.

Grab Key:
So far the grab key doesn't really serve much a function except to play around with physics a little, of course this could change by actually making you CARRY objects (which you'd then hold in front of you or over your shoulder) so you're more able to move them around without dropping them.
However a secondary function could come in in combat.
In combat the grab key is pretty useless really, there wouldn't be anything you need to pick up that way. However it's functions could be expanded into performing a grab on your opponent (clicking and holding while focused on your opponent while at least one hand is empty), holding it down while still on some distance makes you throw your current weapon or held item and just a tap performs a “mode switch” making you use weapons an alternate way (switching between blunt and pointy end of a warhammer for example).
Also it can be the "grab and throw" key, when aiming at a object you pick it up and when you let go throw it full force ahead.

Combat Mode Key:
Instead of just bringing up and putting away your weapon it could have an additional function.
When taping the key it brings out or puts away your weapons, holding it down brings up a small window which displays all objects you currently “hold ready” on your body (quick keys). Left clicking on a weapon/item puts that in your right hand, right clicking it puts it in your left hand... yea seems kinda weird but that's usually how your “hands” are used in game.
Your magic selection could be in there as well.

Magic Key:
Since I'm for a “charge” system for magic holding down the cast key could “stream” more magica into your current spell either making it stronger OR causing repeated casting.
For a fireball spell you could charge your fireball stronger by charging it or cast several smaller ones by tapping. Using it similarly to a flame thrower it could either work that holding is a constant stream and tapping increases the strength or the other way around, holding charges, tapping keeps casting.

Movement Keys:
This might be harder on console but on PC it would be doable so I'll still suggest it.
Instead of having a “kick” and “evade” key you could very well put those on the movement keys. Simply jumping sideways or backwards would be double tapping in that direction.
However suddenly jumping forwards would not be that useful this could actually be used to kick your opponent. Double tapping forward makes your character perform a kick, this would be context sensitive to your “target” and maybe your camera angle. When there is a small target, lets say a mudcrab, kicking would be a lot “soccer ball” kick. A large target like a opponent or a door would be a “mid section” kick or a high kick.
Also if you have your opponent in a grab a kick could automatically become a “knee to the stomach/crotch” move.

“Sneak” Key:
This should be changed to “duck” rather than sneak.
However sometimes crouching down isn't really enough, you should be able to lay down flat or at least crouch down very far, this could be done by double tapping again.
Something else this key could do is “wall flatten” by holding it down, usually they key toggles between standing/ducking/crawling, holding it could make you automatically adapt to your environment, so you automatically crouch down, crawl, flatten against walls and squeeze through narrow passages.

Sprint Key:
There currently isn't one but I'd really want one, and that could have more than just one function.
For example, sprinting can be used to shove people and while in combat mode to push and slam into. When you sneak up behind someone just hold sprint and move forward and you can push him down, if he happens to stand by a flight of stairs or a waist high railing, the better.

“Block” Key:
I'd redefine the block key as “offhand”.
Instead of only able to hold a shield in your left hand you could also hold a small weapon or an item. A weapon in your offhand would primarily parry though so in a way it does emulate a shield, but they can still be used to attack in combination with your main weapon.
You could for example hold a “molotov cocktail” in one hand and a sword in the other, storm in, throw the bottle in a group and attack the surprised people who stand around.
Additionally the block key instead of blocking with a two handed weapon can perform alternate moves like for example reversing your blades direction.
BTW, I'd make parrying a automatic action, blocking is manual, weapon clashing could still be in (parrying and clashing is not the same, parrying is more deflecting, clashing would be fully stopping or catching).
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Samantha Jane Adams
 
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Post » Fri Feb 18, 2011 10:55 pm

________________________________________________________________________________________________________________________

STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D
________________________________________________________________________________________________________________________

Hallo,

:goodjob: i'm a very big fan of bethesda games. I bought ALL Morrowind, Oblivion and Fallout3 releases including GOTY etc. :clap:

I'm 45 Years old, electronic engeneer and i'm playing in stereo 3D since 1999 ( ASUS Shutter glasses with NVIDIA 256)

Now ATI HD5870 2GB with Stereo Mirror 27"@1920 x 1200 and IZ3D driver.

Please do TesV 100% compatible to STEREO 3D - Directx 11 ( Tesselation )

:flame: The big fault of all Bethesda games was the not 3D compatible sky ! Please think about this while programing your new engine. :flame:

please do again the first person view. :nod:

Thank you very much

best regards FR3D

________________________________________________________________________________________________________________________

STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D STEREO 3D
________________________________________________________________________________________________________________________
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Eve(G)
 
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Post » Sat Feb 19, 2011 3:00 am

I know it had been said several times but it is important.

PLEASE, no draconian copy protection.

I wanted to buy Assassins Creed 2 but the permanent online enforcement ruins it. I have nothing against online registration because you only have to do it once but being permanently online just is too much.

NEVER do something like install limit, ESPECIALLY since TES is a modding game, reinstalling is pretty much necessary, plus I often make more than one copy in case one ends up busted.


THIS. I would hate to have an install limit or to be constantly online. Just having to register online is a pain enough, i'd like to be able to play this without internet.

All that would be desirable, but it would be very hard to pull off and probably could not be handled by the current generation of consoles.


They shouldnt make a game with the consoles limitations in mind. They should make it the best game they can, then dumb it down for consoles. Thats my opinion at least. And if someone whines that it wouldnt be fair to consoles, let me try and put it another way. Some computers can handle pretty much any game out there, some computers arent so great. Do computer game designers make the game for the older computers? No, they try to make a damn good game and unfortuantly that sometimes makes it unplayable on older computers. Consoles are like the old computers, they cant handle all the stuff computers can. So im not saying dont make the game for consoles, but make it for computers and then make it worse for consoles so they can manage it.

Button re-purposing:
Movement Keys:
This might be harder on console but on PC it would be doable so I'll still suggest it.
Instead of having a “kick” and “evade” key you could very well put those on the movement keys. Simply jumping sideways or backwards would be double tapping in that direction.
However suddenly jumping forwards would not be that useful this could actually be used to kick your opponent. Double tapping forward makes your character perform a kick, this would be context sensitive to your “target” and maybe your camera angle. When there is a small target, lets say a mudcrab, kicking would be a lot “soccer ball” kick. A large target like a opponent or a door would be a “mid section” kick or a high kick.
Also if you have your opponent in a grab a kick could automatically become a “knee to the stomach/crotch” move.


I think they should make kicking a seperate button, because sometimes diving forwards is just what you need to escape something. Like a log swinging down off the ceiling, you could dive forwards to get out of the way, cant go sideways its too long for that, and going backwards would jsut get you hit sooner. So maybe not jumping forwards, but diving and rolling forwards. Thats just my opinion :P
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Nikki Morse
 
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Post » Sat Feb 19, 2011 10:27 am

I think they should make kicking a seperate button, because sometimes diving forwards is just what you need to escape something. Like a log swinging down off the ceiling, you could dive forwards to get out of the way, cant go sideways its too long for that, and going backwards would jsut get you hit sooner. So maybe not jumping forwards, but diving and rolling forwards. Thats just my opinion :P

I'd have an alternative for "dive jumps", they would be moving + ducking + jumping = rolling jump in your movement direction.
The "escape jumps" are mostly in combat where a sudden jump forwards wouldn't be useful, however sprinting forward would be smashing into your opponent which would be useful for that.
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Jordan Moreno
 
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Post » Fri Feb 18, 2011 11:53 pm

In addition to our current armors, I'd like to see some more realistic armors, like ones that are comparable to ones used back in B.C. and early A.D. times. I know I'd love to see something like crusader armor, basically the Divine Crusader armor, but without the anime-ish feel.
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Enny Labinjo
 
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Post » Sat Feb 19, 2011 8:18 am

A thought that would be interesting story wise is a "screwed up prophecy".

Basically you really DO start out as not the hero from the prophecy, that is someone else. However as the story goes on that hero dies and probably some things that where necessary for that prophecy are lost forever as well, pretty much meaning it's screwed up beyond repair.
Now the interesting part here would be not just how you can come into play maybe still trying to put things right but how OTHERS involved will react. For example a faction that was behind the hero, like the blades in Oblivion, could now that the prophecy is destroyed actually see you as a threat in trying to put things right your way. Others may try to forcefully make events in the prophecy happen that can't be anymore with the current situation.


Another take on that was the "enforced prophecy" so to say. Pretty much there is a prophecy that says certain signs will call in something "bad" from happening, however those signs never occurred. However there are factions that built themselves on those prophecies coming true, now that nothing happens they start to lose their power. So they now try to STAGE those events and make it look like it's happening. Here you'd actually have a good deciding point, join them and make those things happen or oppose them trying to reveal their game. The events would still play out with or without your involvement but it could at least be a deciding point in the story.
However what happens is in enforcing the signs from happening, even though they where staged, they actually DID set the prophecy in motion now and it starts happening without their doing, and it slowly shows that they are by FAR not as effective as they thought they would be after decades or even centuries of just keeping a pokerface with no real preparation.
Something like that could happen if some signs of the prophecy actually held something imprisoned, like a ancient building being demolished was actually a "cornerstone" of a demons prison they now weakened through that action.


A little twist on "the evil demon" could be played too, like a really huge and pretty much immortal creature that itself actually ISN'T evil but suffers in our world, like the atmosphere there is corrosive to it's body, in this world the light and sounds in the air are like being constantly screamed at (That idea mainly came when discussing some concepts for alien races and thinking of one that communicates with radio waves, how they would feel when ending up on earth where WE use radio waves for devices). So pretty much the "evil demon, destroyer of all we know" is a wild animal that's in constant pain, fear and panic and just trashes around itself violently.
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Rachel Eloise Getoutofmyface
 
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Post » Fri Feb 18, 2011 9:40 pm

garrote's, neck snapping, little distraction things you throw that make sound that makes npc's walk over there, neck slicing, over 90000000000000 types of specialized assasin equipment (bows and daggers that do fairly well in combat but triumph over everything else when sneaking), smoke bombs, metsubushi that you can throw in someone's face, slip behind them and slice their neck open. pretty much any stealth/assasin/ranger stuff :P and dual wielding daggers

also maybe it would be cool to be able to hire mercenaries to help you or something, also co-op would be cool.

and some type of inner self/your soul type voodo mojo thingie where, next to skills you also have either like a demon or good angel type thing in you that gives special traits. like a recharging skill (fire demons can put npc's on fire, while some other demon gives the ability to become invincible for 5 seconds, an angel of light can turn itself into a big light that burns all nearby demons etc.) also they could have gender specific skills like female's can either seduce people(sirens?), or are more nimble and agile (making better thieves etc) males can either intimidate people, take more damage ( or the nimble and agile and take more damage could also be not gender specific but could be your characters build(small and agile or large and beefy)) also being evil or good obv has an effect on npc's like demon's demorolize their targets making them fight less effectively, unlock dialoge through fear, whereas angels can boost the morale of ally's(those mercenaries) and unlock dialoge through trust. this should also have an effect on appearance.

also there should be a bigger reward for hunting (skinning animals and selling their hides etc,)
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Melly Angelic
 
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Post » Sat Feb 19, 2011 4:58 am

and some type of inner self/your soul type voodo mojo thingie where, next to skills you also have either like a demon or good angel type thing in you that gives special traits.

Sorry if I say this quite direct but HELL NO!

Anything that's a "defined good and evil" mechanics should go away. Especially if they play with "angles and devils".

Some good and evil mechanics work, like how you where "judged" for your actions in "The Suffering", but only because here you where judged by a "inner demons" so to say, so it was more or less a judgment of your own character, NOT the world around him.
But in a game like TES they should not do good and evil, there are WAY better systems for how people percept your actions and react to them.
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Roddy
 
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Post » Sat Feb 19, 2011 8:51 am

I hate the whole "YOU ARE EVIL" or "YOU ARE A SAINT" thing. It's not about what you are, it's about what people think you are. "The people believe you are a jerk" or "the citizens hate you" wouldn't even work, because someone might think you are a madman and someone else might think you're awesome. There should be some new system, like "67% of the population in this town love you" and "33% of the population in this town want you dead" etc.
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Evaa
 
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Post » Fri Feb 18, 2011 8:18 pm

One thing that HAS been done but should maybe stop.

Don't make weapons "huge" just because "it's cool" or "that's fantasy standard".
My classic gripe about that is warhammers. I like to call the typical ones "anvil on a stick" because it really looks like you just welded a anvil to a stick and swing it around. Real warhammers are small and relatively light, same with waraxes. A woodaxe is large, because it needs a lot of momentum, the area it needs to hit needs to be broad AND it's target doesn't move or strike back. A waraxe is small because you need to do FAST sings on moving targets and hitting a small area is more beneficial than a broad area.

Also two sided axes were NOT used for combat, they ARE wood axes. Waraxes need to be light as mentioned, making a double head just means you radically increase the weight. While you get more momentum swinging it around is harder. Double sided axes are good for wood chopping because when one side is blunt you turn it around and use the other. Back home you sharpen both sides and it's as good as carrying two axes with you.
In combat this advantage does not exist, if you don't kill or at least severely wound with one hit you're pretty screwed anyway.


So my call is more "realistic" weapon sizes and weights.
However there can be exceptions.

For example, Daedric weapons can be VERY heavy because both the material they are made of AND because the daedra would be less constrained by strength issues, they could probably wield a hammer weighing 50kg while a human would rip his joints out trying to swing it.
And again weapons made from "elven" metal, the metal itself could be relatively sturdy (less than iron maybe but far lighter) so weapons made from it can be far bigger. A sword made from elven metal could possibly be 1,5m long and still weigh the same as a 80cm iron sword, the material is less durable but that length can give it a great advantage.
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Cagla Cali
 
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Post » Fri Feb 18, 2011 7:58 pm

dynamic magics and spells:

1- guided fire balls that send targets flying when they explode if spell is strong enough, and by guided I mean you hold the magic button after casting and you can move it around as it flies forwards.

2- chargeable spells (like Dan said) and "channeled" spells like a lightning beam like spell that keeps going until you stop or run out of mana.

3- More amazing AOE spells, like fire wall, blizzard, tornado, fire wave, frost nova...etc targeting could work easily for AOE spells like rain of fire, like if you wan to cast the spell you hold your magic button and an AOE symbol would appear in front of you on the ground as you keep holding the key the targeting area (the AOE symbol) will move forward until you release the button and the spell is cast.

4- Permanent upgradable pets and summons (skeletons for necromancers, wolves for hunter/ranger types, Bears for druids...etc)

5- Ice that freezes and makes ice puddles for enemies to slip on, fire that burns, lightning that stuns, curses and effects that show on targets ( tired targets stagger and drag their weapons...etc)

6- Telekinesis like in Dark messiah enough said :P.

7- Magic missiles, arrow force fields, mirror images.....etc more variety in spells in general with SPECTACULAR EFFECTS.

8- More magic passive abilities like perks if you like (in fallout 3) and I'm not talking 5 or 8 perks I'm talking hundreds and you CAN NOT take them all :P

9- NO MORE LEVELS AND LEVELING its not for magic alone but just thought about saying it here, again.... only skills that get better with use and magic that gets better and numerous with learning.
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Danii Brown
 
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Post » Sat Feb 19, 2011 11:28 am

I want to see a better character customizer, one that includes a body customizer. That face customizer in Oblivion was awesome but in the end each race had the same body among them.
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Add Me
 
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Post » Sat Feb 19, 2011 4:49 am

Sorry if I say this quite direct but HELL NO!

Anything that's a "defined good and evil" mechanics should go away. Especially if they play with "angles and devils".

Some good and evil mechanics work, like how you where "judged" for your actions in "The Suffering", but only because here you where judged by a "inner demons" so to say, so it was more or less a judgment of your own character, NOT the world around him.
But in a game like TES they should not do good and evil, there are WAY better systems for how people percept your actions and react to them.



I too loath the idea of good/evil stuff. its evil and not in a good way

little happy cloud changed his little happy cloud avatar I wounder why!! :meh:
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Jade Barnes-Mackey
 
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Post » Fri Feb 18, 2011 8:18 pm

1- guided fire balls that send targets flying when they explode if spell is strong enough, and by guided I mean you hold the magic button after casting and you can move it around as it flies forwards.

That could be really hard to control; projectiles are only in the air a few seconds, and you wouldn't have much control beyond erratically swinging it left and right. It would probably be easier to have targetting as a selectable "type" of spell, like on touch/ranged/area/etc. The game could handle the direction of it with varying degrees of accuracy depending on magical skill, from simply leaning left/right to turning corners and avoiding non-target objects like trees. Setting a target could also be as easy as opening the character screen, pausing the action, and clicking on an enemy to designate them as a target. That way you could easily mark or release a target even after the projectile has been fired.
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Quick Draw
 
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Post » Fri Feb 18, 2011 9:54 pm

I'm looking at ways to change the structure of elder scrolls games in exciting but not blasphemous ways, and I think I found one. Instead of mere character classes being made and some Battlemage or Rogue being dropped into the same place regardless of his class, I'd like to see a system of character occupations, whereby player's strengths and station in life would be determined in some capacity by their vocation. Lets take a blacksmith as an example. If a player chooses his character to be a blacksmith, they can choose things such as their experience as a blacksmith, how wealthy their background, and how successful their shop is. From there, the game starts off its main quest with them either being taught their vocation (if they chose to be an apprentice) or by teaching their vocation to a new apprentice (if they are already experienced). With blacksmithing as our example, and the player character in question an apprentice, the shop is visited by some character with a part in the story, and the visitor has 3 rusty iron weapons he would like repaired. After being given all three, the player is walked through the steps of repairing a dagger, an axe, and a bow by his master. This would be a minigame like Oblivion's Lockpicking game, and would be the basis of the armor repair ability. Not long after you set to work repairing it, however, some sort of enemy barges in and attacks the story character. He needs your help fighting back at some point, and so you must take up one of the three weapons to defend him. If you succeed in defending him, you are rewarded with the weapon you chose, and then the character gives you a message to go somewhere to start the main quest. This is where you may choose specialization information beyond your initial occupation choice.

Other such occupations could include a Witchhunter, who must slay an evil mage and is given initial spells, a soldier, who goes through a day of training before being taken into battle, an alchemist, who would be taught to mix potions (Through another minigame like the armorer minigame, perhaps having to grind ingredients and put them to boil in an alembic or something), or perhaps a thief, stealing some valuable dagger. In any case, the player's occupation could be changable as they wish later in the game, with the option to take on up to 3 at once, and each offering its' own questline. In practice, this would be essentially identical to the class system, but now classes would actually do more than just select some skill bonuses and give you some aesthetic meaningless backstory. Imagine starting as an experienced enchanter whose shop is in a rough spot, teaching a young apprentice to use a charged soulgem on an item to enchant it with the fire effect, only to have your apprentice discover that he is the offspring of some evil mage who wants to come to come and kill his son.

Also, the option could be available for an "Unemployed" or "Adventurer" generic occupation, whereby a completely custom class may be chosen and an occupation would not be pre-selected. The game would start here with a more "One-size-fits-all" story start. Also, the player can choose to start as a prisoner, which would be a throwback to the starts of all the other elder scrolls games, wherein players start in some kind of prison or dungeon.
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Damian Parsons
 
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Post » Fri Feb 18, 2011 8:37 pm

-SNIP-


I like the idea of starting in different places and what not, but im not sure if i like the mingames for armory and alchemy. imo it would just get tedious, maybe they could have a autobutton or something like that. It just automatically makes the item, but the quality of the item isnt the highest quality you could make, but if you do the minigame and get everything perfect that would be, but on the flip side you could also make it terribly. So you could take the safe, quick route but not have the best work, or the longer, possibly risky minigame route and possibly make your best work or ruin it completely.
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Andrew Perry
 
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Post » Sat Feb 19, 2011 4:25 am

I like the idea of starting in different places and what not, but im not sure if i like the mingames for armory and alchemy. imo it would just get tedious, maybe they could have a autobutton or something like that. It just automatically makes the item, but the quality of the item isnt the highest quality you could make, but if you do the minigame and get everything perfect that would be, but on the flip side you could also make it terribly. So you could take the safe, quick route but not have the best work, or the longer, possibly risky minigame route and possibly make your best work or ruin it completely.

Basically this is like the "Automatically Attempt" button in lockpicking. There will be times, like if you've just gotten through a difficult string of dungeon rooms and only have one repair hammer, you want it to last as many attempts as possible, and by doing the minigame you drastically improve your chances of it not breaking.
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Emma Pennington
 
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Post » Sat Feb 19, 2011 8:16 am

I am actually in favor of a multiplayer. Just a 4 player co-op would be nice.
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Laura Ellaby
 
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Post » Sat Feb 19, 2011 3:30 am

I want to see school houses, dag nabbit. I'm making a schoolhouse in Pelagiad Expanded so Bethesda should be able to, too. And perhaps like a woodcarvers guild because obviously someone makes the furniture that people use in their homes. I'd like to also see construction workers, like guys on rooftops fixing holes or painting the interior of their homes or laying down stone bricks for a recently ruined fort or castle.
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Sebrina Johnstone
 
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Post » Sat Feb 19, 2011 10:25 am

And perhaps like a woodcarvers guild

You mean Carpenters.

Yea NPCs should actually DO SOMETHING for once.
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Stu Clarke
 
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Post » Sat Feb 19, 2011 7:40 am

I want to see school houses, dag nabbit. I'm making a schoolhouse in Pelagiad Expanded so Bethesda should be able to, too.

What's the point of schools if there are no children in TES? Besides, what would even be the point of one? It's not like you're going to live among 10 year olds to learn basic math skills.
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Leticia Hernandez
 
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