TES V Ideas and Suggestions # 183

Post » Sat Feb 19, 2011 6:55 am

Crab/lobster/scorpion carapace armour.

And chitin.
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Rude Gurl
 
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Post » Fri Feb 18, 2011 10:48 pm

hello all here is my idier of what TES V main plot is going to be about

first of all there going to be some hidden danger and some minor plots our player character is going to be the main solution for ,
second there going to be some inter partial quest hinting you the pc to the main quest ,
this time quest you can get will make the other morrowind oblivion look like bedtime stories for kids,
the horror and core that will be in TES V is rated unsuitable for any sane normal thinking human and not only that but the the stile of the game the grafix arts and all that have gotten a serious overhaul
there is going to be multiple atmospheric music not just one as seen before but several for battle and environmental that vil add to the spookiness of TES V
all-so non-player character are vastly improved none looks alike and this time thy heiring 100 voice actors inst-ed of just a few fa-mus ones,
ill be a voice actor for free i guess there lot of loyal TES fans who would do the same

for now that are my thoughts about TES V
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Tom
 
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Post » Sat Feb 19, 2011 7:03 am

hello all here is my idier of what TES V main plot is going to be about

first of all there going to be some hidden danger and some minor plots our player character is going to be the main solution for ,
second there going to be some inter partial quest hinting you the pc to the main quest ,
this time quest you can get will make the other morrowind oblivion look like bedtime stories for kids,
the horror and core that will be in TES V is rated unsuitable for any sane normal thinking human and not only that but the the stile of the game the grafix arts and all that have gotten a serious overhaul
there is going to be multiple atmospheric music not just one as seen before but several for battle and environmental that vil add to the spookiness of TES V
all-so non-player character are vastly improved none looks alike and this time thy heiring 100 voice actors inst-ed of just a few fa-mus ones,
ill be a voice actor for free i guess there lot of loyal TES fans who would do the same

for now that are my thoughts about TES V



Am I the only one that read this with a hillbilly accent?




On the constructive side of things, I'd like to see a more versitile (and frankly useful) grab key. while out of combat and on the groung, it should function like oblivion, but perhaps with some actual movement from you character, and not some psychic powers. While running around/jumping, I'd like to be able to reach out and catch that rooftop that's just a couple of inches too far to jump across to.

In combat, providing you have nothing in your off-hand, it could be used agressively to throw inventory items at enemies, smash their heads against the ground, wrestle people to the ground and perhaps throw in some kicks to the groin for good measure B) .

Oh, and it'd also be quite nice if they made moving corpses easier, assassins should be able to hide their victims in bushes and reeds, while a Nord barbarian could sling a fresh wolf carcass over his shoulder to take it back to town.
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Laura Elizabeth
 
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Post » Sat Feb 19, 2011 1:59 am

Once again, we, the people on this forum, demand FREEDOM for controls :deal:

Don't lock the control settings, NONE of them. The only one you can feel free to lock is the ESC key but leave all others free to be set, including the mouse.
Locking the controls is just stupid, it makes no sense why you would do that. WHY take away that freedom, most people set their controls completely different than the developers originally planned for. I for example always set jump the the middle mouse button, I changed the right mouse button for "interact" instead of "block" (put that on NUM-0 instead). And I prefer the arrow keys instead of WASD for movements.

To be honest the only reason not to let people set their controls freely is to be a jerk. "You play how WE intended to!"
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Brιonα Renae
 
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Post » Sat Feb 19, 2011 12:15 pm

Once again, we, the people on this forum, demand FREEDOM for controls :deal:

Don't lock the control settings, NONE of them. The only one you can feel free to lock is the ESC key but leave all others free to be set, including the mouse.
Locking the controls is just stupid, it makes no sense why you would do that. WHY take away that freedom, most people set their controls completely different than the developers originally planned for. I for example always set jump the the middle mouse button, I changed the right mouse button for "interact" instead of "block" (put that on NUM-0 instead). And I prefer the arrow keys instead of WASD for movements.

To be honest the only reason not to let people set their controls freely is to be a jerk. "You play how WE intended to!"


We should make a Declaration of Controller Independence...in Daedric....
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Bereket Fekadu
 
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Post » Sat Feb 19, 2011 8:10 am

Here, I will write suggestion I have for TES V.
They wont be suggestions like : Make that we can have a freaking powerfull dragon! .... no, it wont be things like that.

My suggestions are the followings :

1. Like in Morrowind, it would be great to have a wide variety of light source (light (the magic thing...it was present in Oblivion), torches (also present in Oblivion), candles, lanterns, bug lamps, and all kinds of candles and lanterns).

2. Like in Morrowind, we could use A LOT of weapons like (type of weapons that are not in Oblivion) : crossbows, darts/ throwing knives/ ninja stars, spears.

3. In Morrowind, the Levitate spell was fun, but if it not in TES V it's not a problem.

4. As you did with the PS3 version of TES IV (making better graphics/skins), you could do the same with the next game and in addition to it take the time to program it for the PS3 (ok, I know it takes more time then with the Xbox360, but if you don't, the PS3 version will have more alias than the 360 version....like with all the multiconsole games). And we can't denie the fact that the PS3 has supperior graphic capability, compare to the Xbox 360 (thanks to BluRay).

5. In Morrowind, the Nord had an immunity to frost (well resist 100%... that's immune), and in Oblivion he had good resistance to it, but not immunity. So for TES V, because it will be in Skyrim, could you bring it back to immune.

6. Like me, everyone alse are dreaming to just have a command box on the console versions. The console could in the menu / options, as the cheat option. The interface could be as so : (when selecting the cheat option, it would quit quit the menu screen) There would be cursor directed by left directional pad and a keyboard directed by the right one. The cursor would be used to type the letters and click on items and characters, in the player's view. The keypad would be a normal one, but one exeption... it would have an up / down button, to select previously typed codes. And the entered codes and effects would be diplayed the same way it is in Oblivion.
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naomi
 
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Post » Sat Feb 19, 2011 1:42 am

Smooth outdoor-indoor transitions:

Something that bugged a lot pf people is how you always have to load when going in an out of a building. Now if Beth uses something like Umbra it might be more possible since it would prevent objects not in your vision from being rendered thus drastically reducing processing power.

However there are still a few issues and here are some suggestions how this could be solved:


Smart loading:
One way would be to have “smart loading” zones, those could be at any “gateway” into a indoors zone. Best example would be a doorway, let's say everything in a radius of 3 meters around the door is always loaded directly into the cell when you are in view range, so if the door leads into a hallway all objects up to 3 meters away from the door are loaded.
When you open the door the entire interior is streamed from the entry point outwards, that way the objects closest to you are loaded first. But since the objects closest are preloaded you always have something in your field of view that's already there and ready when you enter.

It would be same with windows, you can look through a window and at least see the objects closest to it. Most windows in that setting are not too transparent anyway so you likely couldn't see much further anyway.

They would work the other way around too, all objects outside the indoor cell would be loaded like this as well, for this it could keep the world itself active all the time so you can see mountains and fields all the time. Buildings and larger ones could be smart loaded on a larger distance and small “detailed” ones loaded on a small range.


Cutting “holes” into objects:
Now the smart loading would be OK but so far meshes in TES are solid, this allows you to freely place doors and windows but doesn't leave holes you can look through. However here is an idea that is actually possible and used in way older games.
The idea is that you can place “cutting” objects on meshes, those will create a “hole” in that mesh you can then see and pass through.

One game that uses this method is “Red Faction” to simulate destructible environments, when shooting something with explosives it creates a spherical mesh, where it has contact to another mesh it creates a texture on it's inside but is cut off where it touches the air, that way it looks like there is a hole in an object and you can actually go into it. The mesh itself is not altered, it's just an additional mesh added that you can now “enter”.
I know it's not easy to understand, or to explain. Pretty much it creates a “hollow” object that when overlapping another mesh creates a empty space with a outer border.

Having a method like this would allow to cut real holes into a house mesh to have an actual doorway or windows. Even more with that you could cut holes into the environment, create a big, round object like that and you can actually make a cavity for a cave entrance, or cut one in the ground and you have a hole for a well you could directly enter without a loading zone.


EDIT: This suggestion is NOT ABOUT DESTRUCTIBLE ENVIRONMENTS. It's about being able to cut holes into it IN THE CONSTRUCTION SET to use as PASSAGES.
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Samantha hulme
 
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Post » Fri Feb 18, 2011 8:30 pm

Smooth outdoor-indoor transitions:

Something that bugged a lot pf people is how you always have to load when going in an out of a building. Now if Beth uses something like Umbra it might be more possible since it would prevent objects not in your vision from being rendered thus drastically reducing processing power.



Cutting “holes” into objects:
Now the smart loading would be OK but so far meshes in TES are solid, this allows you to freely place doors and windows but doesn't leave holes you can look through. However here is an idea that is actually possible and used in way older games.
The idea is that you can place “cutting” objects on meshes, those will create a “hole” in that mesh you can then see and pass through.

One game that uses this method is “Red Faction” to simulate destructible environments, when shooting something with explosives it creates a spherical mesh, where it has contact to another mesh it creates a texture on it's inside but is cut off where it touches the air, that way it looks like there is a hole in an object and you can actually go into it. The mesh itself is not altered, it's just an additional mesh added that you can now “enter”.
I know it's not easy to understand, or to explain. Pretty much it creates a “hollow” object that when overlapping another mesh creates a empty space with a outer border.

Having a method like this would allow to cut real holes into a house mesh to have an actual doorway or windows. Even more with that you could cut holes into the environment, create a big, round object like that and you can actually make a cavity for a cave entrance, or cut one in the ground and you have a hole for a well you could directly enter without a loading zone.



The loading doesn't bug me...

As for the destructable environment... it's not for TES. Imagine reconstructing EVERYTHING you destructed...if it doesn't itself... But it's a good start. Getting this idea as a base, we could get some spells that can go thruh walls... But having some destructable elements (pillars, tables...), but rethinking about TES vast amount of pickable abjects...it would just be to much...
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Amiee Kent
 
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Post » Sat Feb 19, 2011 4:33 am

The loading doesn't bug me...

As for the destructable environment... it's not for TES. Imagine reconstructing EVERYTHING you destructed...if it doesn't itself... But it's a good start. Getting this idea as a base, we could get some spells that can go thruh walls... But having some destructable elements (pillars, tables...), but rethinking about TES vast amount of pickable abjects...it would just be to much...

Uhm, sorry if I say this so bluntly but, you COMPLETELY missed the point of what I was saying.
It was NOT about destructible environments it was about being able to make holes into meshes and environments in the CONSTRUCTION SET so you can have smooth passage between objects. Like having a mesh for a solid wall, place a "hole object" in it which then generates a hole in that wall in game where you can see and walk through, no need to make a separate "wall with a hole in it" mesh AND it uses WAY fewer polygons.
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Janette Segura
 
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Post » Fri Feb 18, 2011 8:10 pm

183 threads ... damn.

I am sorry I don't have time to read them all. Normally I do actually trouble myself to do such. But for now I will just briefly interject with my biggest hopes and avoid the already well trodden discussion paths.

Defomable/breakable environments and objects. TES 1 had some of this, the first rat did this in TES 4. Minecraft is popular. Lets do it. We should be able to start and put out fires, smash chests and doors open etc. IIRC the GameBryo engine will be used, and that can support some of these effects.

Less Spreadsheet more Game. TES 4 added much more in the way of game in the way of a few MiniGames, but it still had too much spreadsheet business. Levelling (o avoidance thereof) was the worst. An example: too many spells, many of which are just generically stronger versions of each other; simply have the player hold a button down longer or something; this is essentially spell making in realtime.

Better MiniGames. The lock picking game was a nice touch. But...why do the ALL look exactly alike (excepting # of pins)? one would think that the Aeyelids would have a different way of doing locks, or at least a different art style. Why no combination locks either? I would have expected spell based lock bypassing to be similar to the lockpick version, but no lockpicks are used & broken, only spell points being drained for as long as it takes (essentially).

More MiniGames. Map travel should be much more interactive than Click-n-Arrive; I am not going to insist on a Silt-Strider thing, but at least it made sense and was fleshed out. How about a music minigame maybe Guitar Hero style, along with a playable bard class throw in a Match Lyrics to Melodies game too. Item and spell creation, repairs, actual in game games and sports to play (besides the Arena), all those could be nifty minigames.

Fully Fleshed out Classes per TES 4 There are simply too many classes and none of them are really meaningful. Since the PC can be in all factions and gain all abilities, Class has no meaning. Race did, though. If a Class is made, fully flesh it out and makes it's place in the world unique with abilities, quests, and other developments that can only be explored with that class.

Languages Text, and Voices I recall that the Red Guard game had an actual spoken language for the Kaijit race. Bring that back. Argonians reportedly also have their own. All races should have their own IMO. Additionally, subtitles should be enhanced with distinct fonts for each culture. The ten or so voice actors weren't as bad as some people make, but it did get old. More numerous (ie cheaper and thus less skilled) might help. Patrick Stewart and friends were great though. The only alternative would be to acquire/invent a suitable text-to-voice engine...not sure about that; currently these programs svck, or at least they are worse than the status quo of TES 4.

Interactive Environment Being an older gamer, I recall complex interactive puzzles from the Ultima Series, Dungeon Master, and others. TES feels brain dead in comparison despite the fancy graphical shell. I would have liked to see the Welkynd and Varla stones be more useful than for onetime recharges (excepting the Fingers of the Mountain quest), they had so much potential. How about some proper outdoor mazes.

Vertical Environments It's too flat. I recall this is really an issue with AI and possibly the animation budget; also I understand the procedurally generated outdoor ground-environments can only be huge by eschewing any true vertical surfaces, and especially vertically concave surfaces; this works fine most of the time. But dungeons and specially hand crafted zones only have the AI issue. Fix it. Try hiring the guys who worked on the 1st two AVP games. Get us some uniquely hand made environs amongst all the procedural stuff.

Draw distances I am only able to play TES4 on the Xbox 360, so I may be missing something. As such, thematically unimportant trees seem to have draw priority over interesting ruins....why? I'd sooner just have a procedural forest canopy represent far off trees, and draw the tops of ruins sticking out of them before drawing individual trees.

Demanding environments There is no point for roads, boats, and horses given the way the world works for the player. Because the environments don't really challenge us. Heat exposure and hypothermia never happen no matter the weather. There are no water currents to drag us along while we swim in full plate-mail, carrying even more suits in our underpants storage system. There are no rock/mudslides, no avalanches, no quicksands, no falling branches, no outdoor traps. There should be. Going off road should be an adventure.

Group activities My typical play style for TES4 is to get a set of invincible NPCs (Guilbert and Reynald Germaine et al) to do all the fighting for me. This is an exploit sure...but if the vulnerable NPCs who could follow me were more useful and upgradable, then I would likely play differently. The player aught to be able to at least trade/barter items and services with such close NPCs. It would be neat if other activities such spell casting could make use of multiple characters for enhanced effect. Siege engines. Complex puzzles. Mass rituals. etc.

Late for me now...will try to read some of the other suggestion threads now.


I very nice summery for what we want :P

more interesting combat/stealth/magic would also be nice
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Penny Courture
 
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Post » Sat Feb 19, 2011 12:00 am

@ dan

:) amazing "hole" mesh thingy idea, it would be great if my fire ball makes a scorch mark on the wall or blasts a wooden barrier to pieces or punch a hole in it :P.

and last night I was able to play around with dark messiah text files, and I was able to modify telekinesis so that I could lift huge objects at considerable mana cost (like a sarcophagus) and man I have to tell you I felt like a really badass mage, being able to throw a massive heavy object and destroying a bunch of undead was great.

in short I want to feel powerful when using magic in next ES game.
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Rachel Tyson
 
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Post » Sat Feb 19, 2011 3:00 am

@ dan

:) amazing "hole" mesh thingy idea, it would be great if my fire ball makes a scorch mark on the wall or blasts a wooden barrier to pieces or punch a hole in it :P.

and last night I was able to play around with dark messiah text files, and I was able to modify telekinesis so that I could lift huge objects at considerable mana cost (like a sarcophagus) and man I have to tell you I felt like a really badass mage, being able to throw a massive heavy object and destroying a bunch of undead was great.

in short I want to feel powerful when using magic in next ES game.

i thought that magic in TES could be powerful as in not all-ways powerful
fire magic should be able to burn a house down ore a city behaves ? that would make me feel powerful and behaves make me chose not to burn it all down
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Marina Leigh
 
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Post » Sat Feb 19, 2011 12:31 am

@ dan

:) amazing "hole" mesh thingy idea, it would be great if my fire ball makes a scorch mark on the wall or blasts a wooden barrier to pieces or punch a hole in it :P.

Sorry but you TOO completely missed the point of what I suggested there.
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Connor Wing
 
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Post » Fri Feb 18, 2011 8:10 pm

Guess I will take a turn, in hopes someone is still reading these things. From the standpoint of an experienced modder, who has at least a good idea of what can and cannot be done (at least on Gamebryo) here is my list:

-Powerful magic. What use is conjuration if a lengthy summoning last 20 seconds? What use "Destruction" if you cannot push people away, stagger them back and otherwise keeps the mobs at bay when casting? Lets get mages some real power. The scripts are tiny in most cases. Also, shouldn't the lightning of a shock spell come from the sky?

-Dual wielding, with real attacks from both hands. For what I am certain is the 100 millionth time.

-Believable environments. Your exterior terrain, while gorgeous, was monotonous. Unlike a lot of others I know how long stuff like Unique Landscapes takes to make. That said some hand made touches here and there, such as those around the Red Ring road, and the waterfalls in the West Wield, would be nice in the next game. Also, if you are going to place lakes and ponds atop hills, and rivers below them, then how about connecting them so we don't have to?

-A real combat system. Shield bashing, dual wielding, tripping, shoving, feinting and dodging that we don't have to wait half a game for. I mean, A to attack and B for block has been around since the Nintendo era. Really, was this the best you could do? Thank the gods for Toaster and Skycaptain.

-Immersive Dungeons. Yes its the name of a plug in I made before many false claims in the modding "community" sent me permanently private on that front. Places like Vilverin were really cool. Nice back story; like a mini quest. Sideways cave was EXCELLENT. Other places, like caves full of random loot chests with no explanation, were terrible. Make it believable, please. Please.

- An optional, unleveled plugin. An esp that does nothing but remove level requirements from ALL leveled lists. Quests, loot, enemies, ALL out there at level 1. Combine it with safer road spawns.

-Believable level lists: All those factions and the only faction ever to trouble travelers along the roads were bandits? Ever. In my game I have bandits, hunters, Imperial Patrols, Marauders, Deer, and even Daedric Raiders (they DID invade, right, I missed the invasion part of it) and others for more immersive road spawns. And as an addendum to this: How about letting them look like bandits? Keep the high level gear from lower factions, it makes no sense. FO3 got this right for the most part.

-NPC's who can miss. Magic, arrows, etc, should MISS the player. Every drunken bandit in TESIV shot like Robin Hood and could cast spells like Gandalf. Really. Arrows were like heat seekers.

-NPC's who DO NOT want to kill me. Again, FO3 and random Wastelanders are a good example. How about Hunters, Prospectors, and travelers along the roads, as opposed to Hostile animals and bandits all the time? This goes double for Wilderness Campsites.

-Minimize side quests in order to focus on your main story. Leaves room for more DLC and mods. Keeps the story tighter. Dragonage got this right. So did FO3. Wan the Dark Brotherhood? Its a cool enough faction, MAKE A GAME FOR IT ALONE - believe me it will sell. That way they can have all the gas arrows, wall climbing etc they want coded in that one. Ditto Werewolves and Vampires. Vamps were not the least bit interesting in TESIV - may as well have been Dremora in those caves, for all the difference in their talk, actions and habits. Either focus on em or drop em for something more original. I vote drop em - this is Bethesda and TES, NOT White Wolf and the Masquerade.

-Get rid of Wander packages. Or use them as a last resort. We want NPC's to be practicing spells, weapons, alchemy, drinking, bickering, and in general doing things when we sneak up on them. Instead they all just sort of stood around with their hands at their sides.

-No more stealth factions. Either give them the tools they need for immersive stealth play (this includes no Oblivion towers with halls and walkways so narrow I couldn't walk my pet cat on them) and enemies who do things other than wander around looking for the player. It means gas arrows, dousing lights, knocking people out, stealthy kills, etc. Do it right or not at all, please.

-Drop chameleon and invisibility from magic systems. Ditto for alchemy. The first two are just a cheat; the last one is simply boring. Where this obsession with Alchemy and RPG's came from I cannot say, nor do I care. If there is anything less interesting than alchemy in modern RPG's, well....

-Its NPC's who just sit and talk to each other about things the player should do. Ceaselessly. ALL THE TIME. How about NPC's who gripe about the weather (Witcher) or just in general talk about the world at large (3 Dog, FO3, in those news casts NOT, for a wonder, about the player.)

All in all I believe some of us remain who are looking for a believable game in a fantasy world. Oblivion, for all the things it got right, was NOT that game. The world, though gorgeous, was monotonous. Dungeons were copy and paste jobs; dialogue did not allow for role play. Stealth was offered as an option then taken away by poor level design (Oblivion towers) and lack of tools. (See Thieve's Arsenal on the Nexus for help here.) Quests only ever had one solution and while Martin had an ENTIRE GROUP of Blades at his command he needed YOU to play errand boy for him. The ability to delegate some tasks to trusted faction members (Skingrad Mage Guild) or lie your way out (FO3) would be nice options. Open ended quests are others.

So, how about a few less meaningless side quests (mage and dark brotherhood guilds come to mind) and a few more open ended quests and dialogue options. And for cryin out loud, STOP making me the head of Guilds. Do you know how hard it is to role play an adventurer when you have to create excuses for not your Guild paperwork? I have enough administration issues fixing this game as it is.

Seriously, though, thanks for making these games. Thanks for the toolset, so we can tweak em. I know learning the new Gamebryo slowed you up some. Next time, though, just postpone the release and finish your game. I saw hints in this one of what it COULD have been (Vilverin, what the Mage Guild was GOING TO be, etc) and I love where those hints lead. Keep it up.
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Prohibited
 
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Post » Sat Feb 19, 2011 1:57 am

Yea, if we missed your point, I doubt Bethesda will get it.

And Librapoet, your idea about a radio guy in TES is just unlogic. How could someone talk to others without "advanced" technologie, or how could he use a "super-duper" telekenesis spell that anyone can tunne to?

And I just don't see TES having radio...
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latrina
 
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Post » Sat Feb 19, 2011 4:49 am

Am I the only one that read this with a hillbilly accent?




On the constructive side of things, I'd like to see a more versitile (and frankly useful) grab key. while out of combat and on the groung, it should function like oblivion, but perhaps with some actual movement from you character, and not some psychic powers. While running around/jumping, I'd like to be able to reach out and catch that rooftop that's just a couple of inches too far to jump across to.

In combat, providing you have nothing in your off-hand, it could be used agressively to throw inventory items at enemies, smash their heads against the ground, wrestle people to the ground and perhaps throw in some kicks to the groin for good measure B) .

Oh, and it'd also be quite nice if they made moving corpses easier, assassins should be able to hide their victims in bushes and reeds, while a Nord barbarian could sling a fresh wolf carcass over his shoulder to take it back to town.


the problem with adding grapples and such could be the same as Might and Magic: Dark Messiah, another fps fantasy game, it had the option for you to kick your enemies, something that utterly broke the game since you could simply kick a foe, slash them with a weapon and if they didn′t die and got up you just kick them again.

I fear something similar would befall a grapple system in combat.
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Stacy Hope
 
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Post » Sat Feb 19, 2011 12:07 am

the problem with adding grapples and such could be the same as Might and Magic: Dark Messiah, another fps fantasy game, it had the option for you to kick your enemies, something that utterly broke the game since you could simply kick a foe, slash them with a weapon and if they didn′t die and got up you just kick them again.

I fear something similar would befall a grapple system in combat.

The thing is it shouldn't always work 100%, it would depend on your skills and attributes and on your opponents. If you opponents are good enough they could just grab your foot when you kick and make you fall down instead.
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Quick Draw III
 
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Post » Sat Feb 19, 2011 8:08 am

-Immersive Dungeons. Yes its the name of a plug in I made before many false claims in the modding "community" sent me permanently private on that front. Places like Vilverin were really cool. Nice back story; like a mini quest. Sideways cave was EXCELLENT. Other places, like caves full of random loot chests with no explanation, were terrible. Make it believable, please. Please.

This, 100%. While I could understand caves being somewhat non-sensical, it really hurt believability with most of the forts and Ayleid ruins.. they made no sense from a design perspective. I try to imagine what they'd have been like and useful for if they weren't in a ruined state, and most of them just leave me drawing a blank.

-Believable level lists: All those factions and the only faction ever to trouble travelers along the roads were bandits? Ever. In my game I have bandits, hunters, Imperial Patrols, Marauders, Deer, and even Daedric Raiders (they DID invade, right, I missed the invasion part of it) and others for more immersive road spawns. And as an addendum to this: How about letting them look like bandits? Keep the high level gear from lower factions, it makes no sense. FO3 got this right for the most part.

-NPC's who can miss. Magic, arrows, etc, should MISS the player. Every drunken bandit in TESIV shot like Robin Hood and could cast spells like Gandalf. Really. Arrows were like heat seekers.

-NPC's who DO NOT want to kill me. Again, FO3 and random Wastelanders are a good example. How about Hunters, Prospectors, and travelers along the roads, as opposed to Hostile animals and bandits all the time? This goes double for Wilderness Campsites.

Again, I agree 100%. As an addendum to the third point, I'd also suggest some way to get the attention of an NPC from afar. In Oblivion, I could often see someone in the distance, but I have no idea if they'll be hostile to me.. so the choices were to either attack from afar (getting them pissed off, or even killed, even when they're non-hostile) or to get close enough for them to see you (so characters that fight relying on distance are put at a disadvantage).

-Minimize side quests in order to focus on your main story. Leaves room for more DLC and mods. Keeps the story tighter. Dragonage got this right. So did FO3. Wan the Dark Brotherhood? Its a cool enough faction, MAKE A GAME FOR IT ALONE - believe me it will sell. That way they can have all the gas arrows, wall climbing etc they want coded in that one. Ditto Werewolves and Vampires. Vamps were not the least bit interesting in TESIV - may as well have been Dremora in those caves, for all the difference in their talk, actions and habits. Either focus on em or drop em for something more original. I vote drop em - this is Bethesda and TES, NOT White Wolf and the Masquerade.
...
So, how about a few less meaningless side quests (mage and dark brotherhood guilds come to mind)

Strongly disagree with this, however. The side quests, and the various guild quest lines, really help enhance the feeling of an living world. Not everything has to be tied into the main plot in some way, which even Oblivion's was more than good enough (it has its issues, sure, but on the whole it's still enjoyable). There is a world outside the main story. That's one of the places where Dragon Age faltered, IMO.. the quests were either menial tasks (stamp an I Accept on a textual desription of a job, kill or fetch whatever, then return and get generic responses and some money/loot), or were about you/your companions, or was for the main quest. Very, very few broke that mold. And once you completed the main quest, it was game over. There was really nothing left to do other than replay the same game.

In Oblivion, though, the guild quest lines and the various side quests really helped to portray a world that had things going on outside of you and the main story. Umbacano had a story, Agronak gro-Malog/The Gray Prince had a story, Seridor and Roland Jenseric had a story, etc, etc.. that you could choose to involve yourself in. Also, that my character gained admittence into the Arcane University and became a Conjurer really makes me feel like he's improved himself and is able to better deal with those damned Oblivion gates.

Werewolves and vampires are also nice for the setting, and being able to become them is a nice treat (always bugs me when they're supposed to be infectious in a game, but you're always "lucky" and never get infected). Though I agree that it's a let down when they don't have much to them, some people like them enough to enjoy it regardless. And that is something that can be helped by mods.. enhancing what's there, compared to trying to add what the game wasn't designed to have (there really is no way to properly make lycanthropy work in Oblivion without OBSE, for instance; but adding additional features and quests for werewolves was more than possible in Bloodmoon).
User avatar
Jerry Jr. Ortiz
 
Posts: 3457
Joined: Fri Nov 23, 2007 12:39 pm

Post » Sat Feb 19, 2011 7:32 am

Go onto the site RainyMood.com and also go onto youtube and listen to oblivion soundtrack compilation lol when played together.....
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Sat Feb 19, 2011 1:57 am

These are my ideas for future TES games, like TES V. If you don’t have the time to read all look only the ARTS OF MAGIC. I think I have some good ideas there.


CONTENTS

1.0-BASIC CHANGES
___1.1-AGEING
___1.2-CHILDREN
___1.3-PASSING ATTRIBUTES
___1.4-STOP THE WATCH OPTION

2.0-ATTRIBUTES, SKILLS, LEVELING
___2.1-FACTS
___2.2-ATTRIBUTES
___2.3-DERIVED ATTRIBUTES
_____2.3.1-SPEED
_____2.3.2-TEMPERATURE FEELING
_____2.3.3-PHYSICAL APPEARANCE
___2.4-SKILLS
___2.5-HOW THE SYSTEM WORKS
_____2.5.1-LEVELING
_____2.5.2-EXAMPLE

3.0-COMBAT, STEALTH, MAGIC, JOBS
___3.1-THE ARTS OF COMBAT
_____3.1.1-MARTIAL ARTS
_____3.1.2-NEW COMBAT SKILLS
___3.2-THE ARTS OF STEALTH
_____3.2.1-NEW STEALTH SKILLS
___3.3-THE ARTS OF MAGIC
_____3.3.1-SCHOOL OF PSYCHIC FORCE
_____3.3.2-SCHOOL OF ILLUSION
_____3.3.3-SCHOOL OF DESTRUCTION
_____3.3.4-SCHOOL OF SUPERSKILL
_____3.3.5-SCHOOL OF CONJURATION
_____3.3.6-SCHOOL OF RESTORATION
___3.4-JOBS
_____3.4.1-WAYS TO MAKE MONEY
_____3.4.2-SHOP OWNER
_____3.4.3-WORKING AS PERSONNEL
_____3.4.4-TRANSPORTS
_____3.4.5-ILLEGAL JOBS

4.0-GENERAL IDEAS
___4.1-ENVIRONMENT
___4.2-QUESTS
___4.3-INVENTORY
___4.4-RUNNING





1.0-BASIC CHANGES:

1.1-AGEING:
Your character is ageing and so does every NPC in the world (apart from some exceptions).
Your character is born in a city that you have chosen. Maybe you have a family there, maybe not. You can choose only your first name, and the last name is your father’s name.
In order to avoid childhood, you start at (let’s say) 13 years old. At this point you start developing your attributes. Now, for some players who want to finish the game very quickly, there is an option before you start, that lets you choose the kind of game you will play. If you don’t have enough time to play you start the game as advlt with already developed attributes and you start to deal with the main quest immediately. If you decide to play the type of game that gets you older, every NPC (including you) should die at a predefined age (let’s say 80 years old). But if you die then do we have game over?

1.2-CHILDREN:
Every person in the world (NPCs and you) can have a child. There is a NPC generation process (like unreal football players in Football Manager) that creates new NPCs replacing the dead ones. You can have children with any woman\man in the game. Once a child of yours is born, you choose its future characteristics in the same way you started the game (you know, specialization, favored attributes etc). One potential problem is the race of the child, because you can’t be a breton and have an orc for child (unless of course you marry an orc). Your children exist in the world as NPCs. Now, at some point that you decide (or when you die), you cal leave the control of your original character and get control of one of your children. Now your ex-character becomes a NPC (unless he is dead). But this happens only once. You can’t take control of your ex-character again or of any other children that the character had. If the new character’s age is below 13, it becomes 13 at the point you start to take control. Now, this character will grow up and make children, and so goes on. So, in this game type, the main quest of the game could be completed by more than one character.
Now what happens with the important NPCs? If they die how can you continue the game? It is simple. Someone else takes their place, not necessarily a child of theirs. When you go to Anvil in order to ask reinforcements for Bruma you need the Count or Countess of Anvil and not particularly Countess Millona Umbranox. Of course the answer that you get is the same whoever the Count is.
Generally, it is really frustrating to abandon your strong advlt character for a weak child and to start developing your attributes from the beginning again and again, isn’t it?

1.3-PASSING ATTRIBUTES:
The beginning attributes of your first character in the game are determined by the race, birthsign etc. The beginning attributes of the next characters are also determined by these facts, but also by the attributes and skills of the parent-character. This means that the child gets a percentage (let’s say 50%) of the parents’ attributes and skills. So, the child might be a weaker character now, but with more potential than the parent.
On the other hand, physical attributes like endurance are affected from age, while mental attributes like willpower are not. This means that after an age, your character’s endurance will start dropping and it will be harder, or impossible to increase the value. In general, a combat specialized character finds it difficult to level up or can’t level up at all as he grows old. On the contrary, a magic character, while relatively weak in the beginning, keeps becoming stronger and stronger with passing years and is more powerful than ever at third age (for more info on the subject, check the attributes section). So, if you play a combat character, it is a wise idea to take control of a child while the parent is not too old, because increasing physical attributes is much easier when you are young. But what happens if you like your character and you want to finish the main quest or all quests with this one?

1.4-STOP THE WATCH OPTION
While you play the game, you always have the option to stop growing up. Of course this will affect all NPCs and no one will die from ageing. You will still keep developing your attributes and the game becomes just like in Oblivion. The years pass, but they don’t affect us. Whenever you want, you can turn off the “Stop the Watch” option and everybody starts growing up again.
There is also the other option: you can drink from the extremely rare potion that you found in that very difficult quest and it makes you stop ageing. You see the others become old and die while you stay forever young and beautiful. Finding this potion is a dream of life for some people.





2.0-ATTRIBUTES, SKILLS, LEVELING


Some specifications for new additions:

-Body Type: It is the body type of your character. It can take five values, very thin, thin, normal, fat or very fat. It can change during the game according to what and how much you eat.
-Appearance: It describes how fearsome or beautiful your look is. It can take five values, very dreadful, dreadful, normal, beautiful, very beautiful. (As you can realize i accept that ugly= dreadful)
-Upper Body Strength: How strong your muscles above your waist are.
-Lower Body Strength: How strong your muscles below your waist are.
-Steadiness: The ability to maintain parts of your body in a fixed position.
-Memory: The ability to store, retain, and recall information and experiences.
-Temperature feeling: It tells you if you feel cold or hot.
-Dread\Beauty: The way the NPCs see you in the game. These skills take into account your appearance and other factors like your age, six and body type.



2.1-FACTS
These are chosen by the player at the beginning of the game.

FACTS

(R ) Race__________one of races

(H) Height (cm)_____155 to 205

(BT) Body Type_____Very Thin to Very Fat

(A) Age (years)______12 to 80

(S) six____________Male-Female

(AP) Appearance____V. Dreadful to V. Beautiful

(B ) Birthsign________one of birthsigns





2.2-ATTRIBUTES
These are the character’s attributes in the game. They are depended by the FACTS. The symbol f( ) means that the specific attribute is depended by the relevant fact. For example, Agility f(R,H,BT,A) means that agility is depended by the character’s race (R ), body type (BT) and age (A).


ATTRIBUTES
Upper Body Strength__(ubs)_________f(R,BT,A,S)
Lower Body Strength__(lbs)_________f(R,BT,A,S)
Endurance__________(end)_________f(R,BT,A)
Steadiness__________(ste)_________f(R )
Agility______________(agi)_________f(R,H,BT,A)
Willpower___________(wil)__________f(R,S)
Intelligence__________(int)__________f(R )
Memory____________(mem)________f(R )
Personality__________(per)_________f(R )





2.3-DERIVED ATTRIBUTES
The values of these attributes are quantities that are derived from the character's facts and primary attributes. So their values are depended by them.


DERIVED ATTRIBUTES
Health_________f(A),_______f(end)

Fatigue________f(A,BT),____f(end,wil)

Magicka________-_________f(wil,int)

Temp feeling____f(A)_________-

Speed_________f(BT,A),____f(lbs)

Fame___________-__________-

Infamy__________-__________-

Encumbrance___f(A),_______f(ubs,lbs)




2.3.1-TEMPERATURE FEELING:
Your character can feel the temperature of the environment. There is a small colored area in the screen which is green if the temperature is ok. It becomes deeper and deeper blue when you feel cold and deeper and deeper red when you feel hot. These are the limits of temperatures you can take without losing health. When something is very hot (like a fireball), it will cause the color to become very deep red and you will have some health loss. If the temp stays cold for a long time there is a message that appears on your screen which informs you that you feel cold (maybe you start shaking too). You must wear thicker clothes or start a fire. Otherwise you may catch a cold.
For some players who feel that this is too realistic, there is an option that turns off the temperature feeling. So they only feel the health loss that is caused by it, like in Oblivion and the game becomes easier.

2.3.2-SPEED:
The value of this derived attribute is the value of the fastest speed you can run in the game, without carrying anything and without using magic. In the game, speed is interacting with fatigue. So, your maximum speed becomes lower if you are tired.

2.3.3-PHYSICAL APPEARANCE:
Like in Oblivion you must fine-tune your physical appearance. Unlike in Oblivion, your physical appearance will affect your game. One of the 5 FACTS is called “Appearance” and its 5 scaled: Very dreadful, dreadful, normal, beautiful, very beautiful. The appearance of your character is determined by your choices during this tuning. If your choices are too extreme you will create a more fearsome character. The “Appearance” has no effect on the ATTRIBUTE “Personality”. It only affects the skills “Beauty” and “Dread” which mean how beautiful and how dreadful you are. These skills are affected by “Personality”. The more personality your character has, the more dreadful\ beautiful he will be. This categorization affects every social intercourse the character has (for example, if you create a dreadful character other tough NPCs will think you as a threat and will dislike you. On the contrary, it will be easy for you to get information by NPCs who fear you). There should also be some things in the game which make your character even more dreadful\ beautiful, like tattoos and specific haircut (Like in Fable).





2.4-SKILLS


GENERAL SKILLS. It’s a more general categorization of skills. A general skill contains some specific skills which are connected to each other. For example, the “Chopping Weapon” skill, contains the skills of “Two Hand Blade”, “One Hand Blade” and “Axe”.


SPECIFIC SKILLS. The values of these skills are depended (apart from race, birthsign, favored attributes and specialization) by the experience of the character on each skill. Each specific skill, is connected with two attributes. One primary attribute and one secondary attribute.



SPECIALIZATION___GENERAL SKILL_____SPECIFIC SKILL__________ATTRIBUTES USED
____________________________________1 Hand Blade____________(ubs),____(agi)
COMBAT__________Chopping Weapon_____2 Hand Blade___________(ubs),____(end)
______________________________________Axe___________________(ubs),____(end)

_____________________________________Hammer _______________(ubs),___(end)
COMBAT__________Melee Weapon________Mace__________________(ubs),___(end)
______________________________________Club___________________(ubs),___(end)

_____________________________________Spear__________________(agi),___(ste)
STEALTH__________Long Weapon________Trident__________________(ubs),___(ste)
______________________________________Halberd_________________(agi),___(ste)
______________________________________Stick___________________(agi),___(ubs)

_____________________________________Bow___________________(ste),____(agi)
STEALTH__________Ranged Weapon ___Dart\Thrown Dagger_________(ste),____(agi)
______________________________________Javelin_________________(ste),____(ubs)
______________________________________Pea-shooter____________(ste),____(agi)

_____________________________________Punch_________________(ubs),____(end)
COMBAT__________Hand to Hand Fight____Kick___________________(lbs),____(end)
______________________________________Wrestle________________(ubs),____(end)

_____________________________________Running________________(lbs),____(end)
COMBAT__________Athletics_____________Swimming______________(end),___(ubs)
______________________________________Jumping________________(lbs),____(agi)
______________________________________Climbing________________(ubs),___(end)

_____________________________________Shield Block____________(ubs),____(end)
COMBAT__________Deflect Attack_________Heavy Weapon Block_____(ubs),___(end)
______________________________________Heavy Armour____________(end),___(ubs)

_____________________________________Light Weapon\Shield Block_(agi),____(lbs)
STEALTH__________Avoid Attack__________Unarmoured____________(agi),_____(lbs)
_______________________________________Light Armor____________(agi),_____(lbs)

_____________________________________Metal Weapon Create_____(end),____(ubs)
COMBAT__________Heavy Armorer________Metal Weapon Fix________(end),____(ubs)
______________________________________Heavy Armor\Shield Create_(end),____(ubs)
______________________________________Heavy Armor\Shield Fix____(end),____(ubs)

_____________________________________Wooden Weapon Create___(ste),____(mem)
STEALTH__________Light Armorer_________Wooden Weapon Fix_____(ste),____(mem)
_____________________________________Light Armor\Shield Create__(ste),____(mem)
_____________________________________Light Armor\Shield Fix____(ste),____(mem)

_____________________________________Sneaking________________(agi),____(ste)
STEALTH__________Sneak_______________Pickpocket_____________(ste),_____(agi)
______________________________________Sneak Attack____________(ste),_____(agi)

_____________________________________Lockpick Security_________(ste),____(mem)
STEALTH__________Security_____________Probe Security__________(ste),_____(mem)
______________________________________Alchemical Security ______(ste),____(mem)

MAGIC___________Conjuration__________Material________________(int),_____(wil)
______________________________________Immaterial______________(int),_____(wil)

MAGIC___________Destruction__________Elemental______________(wil),_____(mem)
______________________________________Fundamental____________(wil),_____(mem)

MAGIC___________Restoration__________Corporeal_______________(wil),_____(int)
______________________________________Spiritual________________(wil),_____(int)

MAGIC___________Superskill____________Mental_________________(wil),_____(int)
______________________________________Physical________________(int),_____(wil)

MAGIC___________Psychic Force________Massive________________(wil),_____(int)
_____________________________________Circumstantial___________(wil),_____(int)

MAGIC___________Illusion_______________Illusion_________________(int),____(mem)
MAGIC___________Alchemy_____________Alchemy________________(mem),__(int)
______________________________________Beauty_____f(BT,A,S,AP)_(per),___(int)
NO______________Speechcraft__________Dread______f(BT,A,S,AP)_(per),_____(int)
______________________________________Mercantile_______________(per),_____(wil)




More information on skills at the 3.0-COMBAT, STEALTH, MAGIC, JOBS section.




2.5-HOW THE SYSTEM WORKS:


2.5.1-LEVELING
When a character trains a specific skill, the experience value is rising, let’s say by 2 points. This training also raises the values of the connected attributes to that skill, let’s say 2 points for the primary attribute and 1 point for the secondary. It also raises the values of the skills that belong to the same “General Skill”, let’s say 1 point each. But these other specific skills could be connected to attributes that have low values. In this case the character gets no experience points for that specific skill. So, by training of a skill, you make your character better in that skill by 2 points, in two attributes (2 for primary and 1 for secondary) and perhaps in your other Specific Skills that belong to the same General Skill (1 point each, it depends on the connected attributes values). So, the increase of a specific number of attributes will allow your character to reach the next level.


2.5.2-EXAMPLE:
[In simple words, when you swim, you get better endurance and strength. If you also have strong legs, you get better running. That’s the idea.]

Your character is swimming. The “Swimming” specific skill is depended by and affects two attributes: “Endurance” (end) as a primary attribute and “Upper Body Strength” (ubs) as a secondary attribute. This skill is depended by these attributes. This means that its value cannot exceed a specific value unless the attributes values increase. Now, let’s suppose that the “Swimming” skill increases by 2 points. This will cause the (end) attribute to increase by 2 points and the (ubs) attribute to increase by 1 point. The “Swimming” specific skill belongs to the “Athletics” general skill. The other specific skills connected to “Athletics” are “Running”, “Jumping” and “climbing”. “Running” is depended by the (lbs) attribute and the (end) attribute. If both attributes, are above a certain value, the “Running” skill will increase by 1 point. If not, it will not increase. The same story stands for “Jumping”. Now, “Climbing” is connected with the same attributes as “Swimming” (but now (ubs) is the primary attribute and (end) the secondary). So, because “Climbing” is connected to the same attributes as the trained skill, it means that it will increase by 1 point for sure.

OK this system might not be perfect or looks very complicated, but after working on it and changing some blemishes, it could become a very useful tool





3.0-COMBAT, STEALTH, MAGIC, JOBS


3.1-THE ARTS OF COMBAT

3.1.1-MARTIAL ARTS:
I like the fights in Oblivion. The only problem is that they are boring if there is no magic use (you hold a weapon and a shield, you defend and take no damage, then you attack and occur some damage. This goes on until you kill the opponent.). Ok, there are the power attacks, but they are few.
In the future TES game, these power attacks can evolve in martial arts. When you get experience in a weapon (or hand to hand fight), you have to choose under which style of combat you wish to upgrade and learn the basic moves. By getting more experience, you learn more moves, move combinations and combinations with other skills (even with magic skills). There are not general trainers now (like blade trainer), but trainers in specific arts (like the Tiger Fist. This martial art, mostly selected by Khajiits, is an art that combines punching, kicking and jumping skills.).
You are informed about what moves and combinations each martial art contains at the beginning of the game, when you have the opportunity to choose the skills of your favorite art as major skills.
All one handed weapons can be used as double hand weapons. So there are different arts for shortsword and double shortsword for example.

3.1.2-NEW COMBAT SKILLS

Wrestle:
Wrestling is another way of hand to hand fight with its own martial arts. There are moves which can lead a punching fight to wrestling fight and the opposite. Wrestling favors heavier characters.

Climbing:
The climbing attribute refers to all types of climbing. On a building, a wall, a tree, a mountain etc.

Light\ Heavy Armorer:
If you deal with fixing armor, you can use this experience in a job. (more information about jobs at the 3.4-JOBS section).





3.2-THE ARTS OF STEALTH

3.2.1-NEW STEALTH SKILLS

Trident:
This weapon is a spear with three spearheads. For this reason it makes more damage but it requires more strength to be used.

Stick:
If you cut a thick branch of a tree you can use it as a weapon. This is a stick, a simple weapon which does small damage in comparison to other weapons. Many things can be used as sticks, like a staff or a broken spear.

Javelin:
A thrown spear that makes more damage than any other ranged weapon. If you get hit by a javelin it will perforate you and get out of the other side of your body. You will lose some health from the strike, but you will keep losing health because of the hole in your body. If you use a Restore Health spell, it will not fully restore your health until you pull out the javelin. The same thing happens with all weapons that penetrate your body, but the javelin is the one that is most difficult to pull out because of its size.

Pea-shooter:
A pea shooter exists in this game because it is a weapon very easy to create. You find some spines (they could come from a porcupine or a cactus) and you poison them. Then you take a large leaf from a tree and you wrap it so that it can be used as a pea shooter (like in Apocalypto movie). You can have a deadly weapon in minutes.


Light Weapon \ Shield Block:
It is not possible to fully block an attack from a heavy weapon with light weapons like daggers (heavy weapons are the weapons which are heavier than a specific value, let’s say 20 kg). In this case, you can use the dagger so that it changes the orbit of the attack. The same happens if you use a light shield. A heavy weapon can penetrate it if it is vertical to the strike. So you use the shield in angle to change the way of the strike.

Sneak attack:
Sneak attacks are some specific attacks used while sneaking. If you use a sneak attack perfectly, you can easily knock down or kill an opponent instantly. The more experience you get, the more possibilities you have to make a successful sneak attack and you learn new attacks.

Probe security:
When a lock keeps something valuable, the owner does not reassure in the safety of the lock itself, and he may add a trap (with a magic effect for example or a potion that destroys the content). A probe is the tool used to disarm these traps (like in Morrowind).

Alchemical Security:
Another way to open a door, safe box etc, is to use a specific acid and burn the material of the lock. After using this acid the lock becomes a burned lock. It is destroyed and it can’t lock again. But there are many materials used in locks, or a more advanced lock could be made by more than one materials. In this case, you will need more experience in Alchemical Security in order to open it.





3.3-THE ARTS OF MAGIC

The Arts Of Magic Description:
The general sense is that a mage in Tamriel is something like a scientist in real world. Unlike combat or stealth characters, this character has to try hard using his brain for years, so that he can understand how to manipulate the power of his mind.


SCHOOL OF PSYCHIC FORCE
Massive________Telekinesis
_______________Levitation
_______________Feather
_______________Burden
_______________Jump
_______________Slowfall
_______________Swift Swimming

Circumstantial___Open
_______________Lock
_______________Waterwalking
_______________Shield
_______________Reflect Damage



SCHOOL OF ILLUSION
Illusion_________Command
_______________Chameleon (Invisibility)
_______________Paralyze
_______________Silence
_______________Possession
_______________Transform
_______________Telepathy
_______________Rally
_______________Demoralize
_______________Charm
_______________Dislike


SCHOOL OF DESTRUCTION
Elemental_______Fire Damage
_______________Frost Damage
_______________Shock Damage

Fundamental_____Damage
_______________Weakness
_______________Disintegrate
_______________Wave*
_______________Absorb*



SCHOOL OF SUPERSKILL
Mental__________Detect Life
_______________Sixth Sense

Physical ________Waterbreathing
_______________Water Unbreathing
_______________Light
_______________Night Eye
_______________Super Vision
_______________Super Hearing
_______________Through Vision
_______________Fortify
_______________Flying Wings
_______________Fishmorphing
_______________Morphing



SCHOOL OF CONJURATION
Material__________Summon Creature*
________________Bound Item
________________Teleportation

Immaterial_______Necromancy
________________Soultrap
________________Turn Undead
________________Enchanting


SCHOOL OF RESTORATION
Corporeal_________Cure
________________Restore
________________Resist

Spiritual__________Dispel
________________Spell absorption
________________Reflect Spell





3.3.1-SCHOOL OF PSYCHIC FORCE
A mage specified in using psychic force is generally a person who uses his mind in order to create movement to living or non-living things. There are two types of psychic force: The massive psychic force is used to move heavy objects and the circumstantial psychic force is used to act on small and detailed targets, such as locks.

MASSIVE force spells:

Telekinesis:
The psychic force is used in order to move living or non-living targets with your mind. The parameters are how heavy and how far the target is and how fast you can move it. Note that many times telekinesis is used to make damage to a target.

Levitation:
You use the psychic force in order to move yourself wherever you want. The more experienced you are, the more time you can levitate.

Feather

Burden

Jump:
This spell uses magicka to give you a lift towards up. The more experienced you are, the higher you can jump.

Slowfall

Swift Swimming:
You use this spell to get a force when you swim in the water.



CIRCUMSTANTIAL psychic force spells:

Open

Lock

Waterwalking

Shield:
This spell uses the circumstantial psychic force in such a way, so that it creates a force, exactly opposite of the attacker’s. The two forces are neutralized and it makes no damage to you. The higher the level, the greater the opposite force you can create and the longer the time of the spell. Note that shield spell can also prevent you taking damage when you fell down hard.

Reflect damage:
It’s a more aggressive type of shield spell. The force created is more powerful than the force which was destined for you. In order to use Reflect Damage spell, you must be already using 100% Shield spell.





3.3.2-SCHOOL OF ILLUSION:
This school uses magicka in order to trick the minds of alive creatures, to see or feel unreal things. While this has nothing to do with reality, everyone reacts based on what his feelings can feel. In general, illusion spells don’t affect undead creatures, as they are not alive and have no minds.

Illusion spells:

Command

Chameleon

Paralyze

Silence

Possession:
Possession is not similar to command. When you possess a target, you have the full command of his brain. As a cost of that you don’t have control of your own brain. Firstly, a spiritual force leaves your body and you don’t have any control over it (maybe, if you sit down like meditating, it will prevent you from dropping down like a stone). You are now in control of this spirit only. This spiritual force can pass through walls and doors and when it meets a creature, it captures its mind and you have full control of it. When the duration of the spell ends (or you can terminate it willingly), the spirit returns back to your body. While you are a spirit you can’t hear, eat, feel or touch anything. The only thing you can do is to choose who your victim of possession will be. This spiritual force can’t be used for spying purposes. Of course in order to be capable of possessing a creature, you and your target must meet some criteria. You can’t possess the king of Tamriel just like that. Finally, note that, while possessing a creature, you use its physical attributes and your mental ones. This means that you use his strength and that you can cast only your spells.

Transform:
The caster can transform himself or another target, into a third target (even into himself). Like all illusion spells, this transformation is only visual and involves only creatures of the same category (all races are considered the same category, humanoids). This means that a humanoid can only transform himself into other humanoids. The transform spell has two phases. First, you cast the spell on a target (it could be yourself). Then, you cast the spell on a second target (it could also be yourself). Now the second target will take the shape of the first target. The transform spell does not affect non-living objects like clothes, weapons and armor. The transformed person keeps all his physical and mental attributes, spells etc. Undead creatures can’t be transformed. There are rumored to exist some rare ancient artifacts that have the power to constantly transform your character into a specific person.

Telepathy:
This spell makes you able to talk to someone directly through your brains. This situation is called telepathic connection. When you want to talk to someone who is near you (maybe you don’t want others to hear what you say) the telepathic connection is used like a spell. Your experience in telepathy effects the duration of your connection. But there is also another way of telepathic connection. You can also communicate with someone that you know and he lives miles away. You can think of it like a telephone of your mind. The only conditions you have to meet are that you have been connected at least once from near and you both have some level of illusion.

Rally

Demoralize

Charm

Dislike





3.3.3-SCHOOL OF DESTRUCTION
This schools main purpose is to use magic to make damage to living or non-living things.

ELEMENTAL Destruction spells:

Fire damage

Frost Damage

Shock Damage


FUNDAMENTAL destruction spells:

Damage:
To health, magicka, fatigue, attributes or skills

Weakness:
To fire, frost, shock, magicka, normal weapons, disease, poison.

Disintegrate weapon

Wave:
This spell uses a medium (air or water) in order to create a wave of the medium towards a direction. By using this spell, you can simply throw someone away using an air wave or you can bloat a dried river (remember Arwen against the nazguls at lord of the rings?). This spells effect has also to deal with your experience at the school of psychic forces.

Absorb:
Health, magicka, fatigue, attribute, skill. This spell is also affected by your level of restoration.





3.3.4-SCHOOL OF SUPERSKILL
This school uses magic in order to give to the caster (or someone else) supernatural abilities.
Mental superskills are affecting someone’s mind while physical are affecting someone’s body.

MENTAL superskills:

Detect Life

Sixth Sense:
This spell is used to warn you when you are in danger. For example when someone is prepared to use a weapon against you or when you are approaching a trap. When the sixth sense becomes active, the best thing you can do is to leave that position immediately.



PHYSICAL superskills:

Waterbreathing

Water Unbreathing

Light

Night Eye

Super Vision:
This spell makes you able to zoom far far away like you were a hawk (i know a guy named Legolas who can do that). The more experience you have, the further you can look.

Super Hearing:
This spell makes you zoom your hearing towards a direction and listen to very far or very soft sounds. The more experience you have, the further you can hear.

Through Vision:
This spell makes you able to look through materials. The more experience you have, the thicker materials you can see through.

Fortify:
Health, magicka, fatigue, attribute, skill.

Flying Wings:
Levitation is not the only way to fly. You can also use this spell which gives you a pair of wings at your back and you can fly like a bird. One problem: you need to take off your shirt.

Fishmorphing:
Swift swimming is not the only way to swim fast. Waterbreathing is not the only spell that lets you breathe underwater. This spell turns a part of you into a fish so that the bottom of the sea is now a friendly environment to you (remember the gillyweed at Harry Potter and the goblet of fire?). Note that the spell makes you a half-fish human. This means that you can keep wearing all your equipment (as a human) except of shoes and gloves. This also means that you can’t walk in land, at least comfortably.

Morphing:
This powerful spell lets you take the morph of a creature. It has nothing to do with transform spell from the school of illusion. It really turns you into a creature. This means that when the morphing spell stops affecting you, you will find yourself naked and have to equip all your weapons, clothes and armor again. Now, if you turn yourself into a small creature (like a rat or a small bird), your equipment will be propped at the point of the spellcasting. It works like the transform spell, but it refers to species, not particular persons. So you can turn yourself into a specific race, but not in a particular person. While you are a creature, you have all physical and mental attributes of the creature. By getting experience in morphing, you will be able to morph into more powerful creatures and for longer time. Morphing can’t turn you into undead, rare or unique creatures.





3.3.5-SCHOOL OF CONJURATION
The school of conjuration is divided in material and immaterial conjuration.

MATERIAL conjuration spells:

Summon Creature:
You can summon several creatures at the same time to aid you in battle. Note that this spell is also affected by your level of illusion. If your level of illusion is low, the creature could easily turn against you.

Bound Item

Teleportation:
By using the Mark and Recall spells you can teleport yourself or others to a specific place you have been before.



IMMATERIAL conjuration spells:

Necromancy (Summon Soul):
When you perform necromancy, you summon a soul back to its dead body. It should be made clear that these creatures do not become alive again as their dead body can’t host a soul. They become zombies. When the duration of the spell ends they become dead again.
Necromancy in general has more things than just summoning souls such as using parts from dead bodies to create amulets with certain effects, potions etc.

Soultrap

Turn Undead

Enchanting




3.3.6-SCHOOL OF RESTORATION
School of restoration is divided in two categories. Corporeal and Spiritual restoration. Corporeal restoration restores body conditions while Spiritual restoration refers to spiritual conditions.

CORPOREAL Restoration spells:

Cure:
Disease, poison, paralysis.

Restore:
Health, magicka, fatigue, attribute, skill.

Resist:
Fire, frost, shock, magicka, normal weapons, disease, poison, paralysis. (100% resist equals to fire\frost\shock\magic shield)



SPIRITUAL Restoration spells:

Dispel

Spell Absorption

Reflect Spell





3.4-JOBS
There are many jobs that your character can do in the game. There are three main reasons that make you go to work.

1) You like this work
2) For money
3) You want to get experience points in a skill.

In each job you have some experience points. There are jobs connected to some attributes\skills (like an armorer) and others which are not (like a farmer). Whenever you start occupying with a job, you start getting more experience points. If this job is connected to a skill, you get experience for the skill as well.

Success at work (getting more money) depends on several factors:
-What the needs are (how much competition).
-By getting experience in a job, you can provide better quality services. So, you can ask for more money by your customers, bosses etc.
-How many hours you work per day.
-If you own a shop, how many years your shop is open.


3.4.1-WAYS TO MAKE MONEY
There are many legal ways to make money in the game. In general you can find, buy or produce something yourself with low cost and then go sell it to the appropriate person. Sometimes you need a way to transport your goods (cart, boat etc). Jobs of this type are:


Shepherd
Chapman (traveling merchant)
Adventurer
Farmer (farming experience)
Plant Grower
Hunter
Herbal Collector
Fisherman (fishing experience)
Winemaker (winemaking experience)


3.4.2-SHOP OWNER
If you want to have a shop, inside or outside a city, you must firstly go to the city’s Commercial Council. There, you will speak with specific people who are assigned to help you on this matter. If you don’t know what kind of shop you want to have, they will give you their suggestions. You can ask the people living in the city as well. When you decide what you will sell, you go to the Council again and a specific person follows you back to your shop area to see if the place is appropriate for something like that. If everything is ok, you sign some papers and you can open your shop now.
There are shops in which you buy goods and you sell them in higher price to make profit. There are also shops in which you buy raw materials and create your goods in the shop. In this case, you have to buy the machines and the materials to start producing. Each shop is allowed to sell specific goods. If you get caught selling other goods than allowed, then the Council will give you a penalty. If you do it several times, the Council might decide to close your store and never trust you again. There are also made frequent examinations by the council to see if the shops are selling to right prices and if the time program is not violated. Your shop can be closed whenever you want but it can’t be open in not allowed days and hours.
At the entrance an indication shows if your shop is open or closed. When your shop is open, another window is added in your menu. In this window, there are information about your shop, goods sold/bought, balance etc. When a customer comes in, he opens a conversation with you. At this conversation he will activate your shop inventory. Then all your goods are presented in this inventory. He chooses what he wants and he might try to convince you to get it cheaper. If you have a deal, he takes the goods, he pays you and leaves. If the customer is pleased with this deal, he will visit your shop again.
You can also occupy an assistant or several assistants to keep the shop open when you are not there, to help you with something during work or just watching for any thefts (fighters guild.). To find assistants, you add an indication out of your store which says that you need assistants or, if you want a specific person, go and speak with him.
In case you want to work, but you are boring to do it, there is the SKIP THE WORK option. This doesn’t count like resting. You go at the shop and you activate this option. When the working hours are over, you are in the game again. The Skip the Work option is interrupted if someone speaks to you about other matter, if someone attacks you or if you catch someone stealing from you.


BUYING- SELLING SHOPS___ATTRIBUTES INVOLVED_________SKILLS INVOLVED______________EXPERIENCE
Apothecary____________________(per) (int) ____________Mercantile
Greengrocer_____________________(per) (int)_____________Mercantile
Merchant______________________(per) (int)_____________Mercantile
Wine seller______________________(per) (int)_____________Mercantile
Pawnbroker____________________(per) (int)_____________Mercantile
PRODUCTION SHOPS
Glass seller________________________________________________________________________Glass making
Mercer (expensive clothes)___________________________________________________________Cloth using
Alchemist_______________________(mem) (int)___________Alchemy
Shoemaker________________________________________________________________________Cloth using
Furrier (light armorer)______________(ste) (mem)__________Light Armor\shield Create\ Fix
Tailor_____________________________________________________________________________Cloth using
Jeweler_____________________________________________________________________________Jewelry making
Pastrycook________________________________________________________________________Food using
Carpenter___________________________________________________________________________Wood using
Wooden weapons________________(ste) (mem)__________Wooden Weapons Create\Fix_______Wood using
Cooper (barrels and containers) _________________________________________________________Wood using
Baker______________________________________________________________________________Food using
General blacksmith___________________________________________________________________Metal using
Weaponsmith___________________(end) (ubs)___________Metal Weapon Create\Fix__________Metal using
Heavy Armorer ___________________(end) (ubs)___________Heavy Armor\Shield Create\Fix______Metal using
Locksmith______________________(ste) (mem)________Lockpick\Probe\Alchemical Security____Metal using
Rugmaker___________________________________________________________________________Cloth using
Healer_________________________(mem) (int)_____________Alchemy
SERVICE SHOPS
Inn keeper___________________________________________________________________________Food using
Restaurateur________________________________________________________________________Food using


3.4.3-WORKING AS PERSONNEL
Another way to get a job is to find a place to work as assistant. By doing this you don’t need to spend money to buy a shop, materials or tools. By working as assistant, you also get experience in that job. So when you decide to open your own shop, you will already be experienced worker. By working to fighters or mages guild, you will start the relevant quest. There are jobs which you can only work as personnel and not as boss (miner and stable assistant).

3.4.4-TRANSPORTS
You can also work as people transporter from one city to another. There are 3 ways to travel (not teleport), with cart, boat and silt strider. Like a shop owner you have an inventory with places you can travel and how much each travel costs. A customer begins a conversation with you and makes his choice. On the contrary, ships have specific hours and routes and are affected by weather


3.4.5-ILLEGAL JOBS
Apart from already known illegal ways to make money, there should be:

The ability to create your own gang.

The ability to create or simply join a pirate ship and attack cities and other ships for money and goods.

The chance to join the underworld of Necromancy.


In order to find many occupations I used the site below:
http://www.svincent.com/MagicJar/Economics/MedievalOccupations.html






4.0-GENERAL IDEAS


4.1-ENVIRONMENT
One major thing I would love to see in the future TES game is the EXOTIC ENVIRONMENT. In TES IV there was not much of it. In fact, if you exclude the plane of Oblivion and a few other quests, I didn’t feel living somewhere exotic at all (Normal cities everywhere. Normal forests, animals and foods. Watermelons, potatoes, bread… I see these every day. I mean, i like them, but there should be given priority to exotic things). In my opinion, that was the main factor of success for Morrowind (There were weird ingredients like ectoplasm, like moonsugar. There were giant mushrooms, weird cities like Ald’ruhn and Sadrith Mora. There were egg mines, airborne jellyfishes, diseases like corprus and many other exotic things).
Another disadvandage is the small amount of people in the cities and especially in the streets. Who build all these walls, bridges, castles etc? Where are the people?
There should also be a larger variety of animals, especially underwater and in the sky.
And something else. How is it possible to know everybody’s name before speaking with them? You must speak with someone, ask his name and then know how to call him.

4.2-QUESTS
I have a great complaint about the fighters guild, mages guild etc quests. Why do we have to finish the quest when we become the leader of the guild? In my opinion that’s when the real quest should begin. What are you going to do in order to make the guild progress? Are you going to be a leader to be remembered or not? How are you going to handle the next challenge the guild will face?
In Oblivion, when I became arch- mage I wanted to propose to the guild to make Necromancy legal again. Where was the guild leadership? Where is the Council? Ok, some people died, but shouldn’t they be replaced? I wanted to ask some Arcane university professors to replace the lost members of the council, but I couldn’t. The previous arch- mage didn’t have time to do anything but working for the guild. Now, I was going once a month to the arcane university and everything was all right. How much I would love to have another quest after I became arch- mage…

4.3-INVENTORY
I believe that there should be more realism in the quantity of items a character can carry. It’s just not realistic to be capable of carrying 5 shields and 3 warhammers in your pockets. I think that for everything you carry, you should have a place to put it. I also think that items like bags, scabbards, empty flasks and purses should have a place in your inventory and the ability to fit other things in them.

4.4-RUNNING
In oblivion, I hated that my character moved like a car. I think that the running speed should be affected by fatigue. After you sprint for some time, fatigue drops and you are unable to run at top speed. After you stop running, you pant and you need some time to recover fatigue and be ready for another sprint (GTA games handle this perfectly). I think that you should also be able to feel the mass of your body and all things that you carry while running (you know a small tremble of the image when your feet reach the ground and more realistic sound).

That’s all.
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Sophie Miller
 
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Joined: Sun Jun 18, 2006 12:35 am

Post » Sat Feb 19, 2011 3:22 am

I really like your alteration spell ideas, i.e. the super-vision and super-hearing spells, although super-vision is kind of subsumed in detect life.
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maddison
 
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Joined: Sat Mar 10, 2007 9:22 pm

Post » Fri Feb 18, 2011 10:45 pm

My word, that was heaps of ideas, you should work for bethesda!
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suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Sat Feb 19, 2011 12:06 am

My word, that was heaps of ideas, you should work for bethesda!

No, their heads would blow up. He'd have to super condense it. But what from what I did read (mainly the colored stuff :P ), you have a lot of great ideas. Bethesda should seriously read this, while wearing their tin-foil hats to keep their brains from melting. :)
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Adam Kriner
 
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Joined: Mon Aug 06, 2007 2:30 am

Post » Sat Feb 19, 2011 11:03 am

I really like your alteration spell ideas, i.e. the super-vision and super-hearing spells, although super-vision is kind of subsumed in detect life.


These are my first posts so i'm not sure if i do everything right. Sorry for any mistakes :swear:

Thanks for reading...
Super Vision and Detect Life are two spells from the school of Superskill (In this imaginary future TES game). We all know Detect Life. Super Vision is the ability to zoom far away like you use binoculars. Both spells can be used at the same time and if the Detect Life spell is strong enough, you can detect life from miles away...
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Catharine Krupinski
 
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Post » Sat Feb 19, 2011 10:15 am

Time consuming actions

In most games, skinning and chopping a deer takes a split second. I can run through a forest in Gothic 3, and come out the other side with 10 deer skins and pairs of antlers, and enough meat to survive the winter. IRL processing all those carcasses would take you a full day. The Witcher is one of the few games where brewing potions takes time. In TES 3 and 4, you can take all your worn armour, repair them, take off and wear again full sets of plate mail, take a ton of ingredients and make potions out of them, and notice that all this didn't even take a fraction of a second. Haggling, chatting, lockpicking, everything you can imagine doing takes no time. I'm annoyed by this, since your actions should have consequences.

In TES5 everything you do should take a realistic amoutn of time.

- You've managed to kill a deer. Using the carcass gives you options what to do with it, and how much it will take time. Collect trophies, like antlers (10 minutes). Skin the animal (20 minutes). Cut the meat (5 minutes per piece), a deer could have 10 pieces in all, and if you don't need all the meat you can take some and leave the rest to rot like some people did to buffaloes.

- You have an alchemy set and ingredients, lets say 10 poisonous plants. 5 plants are needed for distilling one potent potion of poison. Brewing one potion will take 2 hours. Using all plants to get two potions takes not much longer, since you just stuff all the plants in the system. But if you want to make a different potion, like healing, with the same set, it takes it's own time of course. Would be neat to play an alchemist who has several full alchemy sets in his workroom, and to just mix ingredients, leave them to brew and check on them every now and then. Having many sets would then save you time.

- Discussions should be real time, as in Gothic series. That can be actually used to set up an ambush in G3: grab the guy you want to kill, chat until everyone else is out of sight, and BOOM smite him down.

- Even wearing armour should take time, as does equipping weapons.

- Real-time lockpicking as in Thief 3. Very exiting! Same with pickpocket.

Skill of course plays a part in this all. Survival makes you a better butcher. Alchemy makes you faster brewer. Armor skill will let you equip stuff faster. (a plate mail can take 10 minutes or so to put on, unless I'm mistaken)

Of course the amount of prey must be more realistic, and hunting them needs to be more challenging. You can pretty much run to a deer and stab him dead with a sword currently. No wonder theres a surplus of their corpses. Spamming alchemy ingredients needs to be fixed too. Gothic system was much better, you could need 5 or 10 plants to brew a potion, and you didn't have to mix two different ingrediens for one effect as in TES3and4. That makes no sense: if I have 100 poisonous 'shrooms but nothing else, how come I'm not able to make poison out of them?

All this fits well with time-limits in quests. You're sent to resque a fellow guild member from a cave he went to clean from the undead. You don't have time to stop hunting and skinning animals on your way, or stay outside the cave for 10 hours just to prepare yourself with potions in case there's gonna be fighting. He's dead by then.

With realistic night/day cycle this all will bring you more immersion; what to do today, will I go questing, shopping, or just stay home repairing my stuff and making some potions. In Fallout 3 I get up from bed, and by the time I've walked to the front door it's noon already.
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Dorian Cozens
 
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