TES V Ideas and Suggestions # 183

Post » Sat Feb 19, 2011 1:21 am

I've played the Elder Scrolls ever since Daggerfall: Elder Scrolls 2. I didn't have a PC at the time of Arena's release and really couldn't be bothered as I loved Daggerfall to a fault. What I started this topic about was, the things that are missing from the subsequent releases of Morrowind and Oblivion. I really loved the fact that you could climb things in Daggerfall. That skill is sorely missed in the later releases of the series. Also, bashing open doors and chests was something I took for granted until it was left out of the rest of the series. How else is a warrior going to get a locked door or chest open? It's more realistic, too. Bash open a door and the guards come running, if you're noticed. Oblivion having no levitation possibility is also a thing that detracted from the game, in my opinion. The recall spell is another thing I really miss in the two most recent additions to the Elder Scrolls series. Now that I think of it, there might have been a recall-type spell in Morrowind - it's been a while since I played it. I seem to remember being able to instantly port to my house...

It also seems (and, it isn't surprising with the additional space required for modern graphics) that the quantity of explorable area is decreasing with every new release. Daggerfall was immense! I forget how much area it was equal to in real life, but it was thousands of miles, if I remember correctly. Morrowind was (it seemed) about a quarter of that, if not less. Oblivion halved Morrowind I would guess. Anyway, I was pleased to see they brought back some of the perks of Daggerfall in Oblivion that they had omitted from Morrowind. Having personal mounts is the one I most enjoy having back.

I had a thought when playing Morrowind of how cool it would be to have an underwater city (or cities) to explore. I had hoped to find something to that effect in Oblivion but was disappointed. Don';t get me wrong - every game of the Elder Scrolls series is very worth playing. I love them all for what they are, but I really miss my climbing skill, you know? I'd love to see the trend reverse itself and find more, not less, player content to make up for the loss of area, at least.
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Michelle Serenity Boss
 
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Post » Fri Feb 18, 2011 8:19 pm

That is a good idea and you should be able to make your own armour as long as you have level 100 armorer. Fast travel should be either impossible or just you looking down at yourself on horse/foot. If an animal attacks you on your way you stop fast travelling and go into combat by slowly going towards the ground and then going into first person.
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The Time Car
 
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Post » Fri Feb 18, 2011 10:48 pm

Like I said in a post, I would really love to see mostly all of the weapon variety of Morrowind (cross-bows, throwing stars, throwing knives...)...


For the variety, they should merge all of the Elder scrolls games, to make Skyrim.
If they do that, I bet TES:Skyrim will really diserve the title of "THE best game" at the E3, Tokyo game-show, ...


But if they put Cliff racers in Skyrim... then it's something alse... :wink_smile:
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Pat RiMsey
 
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Post » Sat Feb 19, 2011 4:08 am

Sorry but you TOO completely missed the point of what I suggested there.


OOOOOOOOOOO in the CS

missed that :P

but it would be nice to have some "effects" on the environments when they get hit by various weapons/spells kinda like bullet holes in FPS :flamethrower:
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Jade Payton
 
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Post » Fri Feb 18, 2011 11:16 pm

It'd be nice to have destructable environments but the reason games like Battlefield Badcompany can get away with that is because you dont have to revisit that area. If we can blow everything up its not gonna look that great and we'll constantly have to watch what we do so we don't accidentally blow something up that we dont want to. So i say no to destructable environment but yes to useable environment like shocking water, picking up rocks and chucking them, create cover with clouds of steam.
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Harinder Ghag
 
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Post » Fri Feb 18, 2011 8:11 pm

I'd like to see weapons and armors have more unique effects, instead of your generic "FIRE DAMAGE: 10 POINTS" or "CHAMELEON: 30 POINTS." Perhaps an axe that sends a pulse through the ground knocking over all enemies, or a hammer that causes earthquakes, or a sword that rains lighting down from the skies when you swing it. Maybe an amulet that svcks in nearby items to cause a shield around you, then bursts causing the items to fly everywhere. A ring, that attracts everyone of the opposite gender to you, but makes those of the same gender deadly jealous. Perhaps even glasses that causes horrendous illusions of blood, zombies and ghosts. A chestpiece that repulses zombies but attracts ghosts. Wouldn't those make awesome items to have in your collection? Instead of "RING OF CHAMELEON: CHAMELEON: 25 POINTS." That's boring, that's old. Out with the old, in with the new.

It'd be nice to have destructable environments but the reason games like Battlefield Badcompany can get away with that is because you dont have to revisit that area. If we can blow everything up its not gonna look that great and we'll constantly have to watch what we do so we don't accidentally blow something up that we dont want to. So i say no to destructable environment but yes to useable environment like shocking water, picking up rocks and chucking them, create cover with clouds of steam.

I don't know about that, I'd say add it. It would really make you feel the consequences of your actions.

Edit: Just got my copy of FO: NV right now, don't expect to see me for a while.

Yessssssssssss............... -Snakes_Eternal

Okay, taking a break from being slaughtered by Giant Radscorpions and giant mutant bugs, another idea: Traps. Not the damage kind, but ones that one might use to immobilize an opponent. I'm talking nets and cages, as well as those ones where you hang by your feet from a tree. The nets and the tree thing wouldn't completely stop me, but get a good cage and you'd be set... 'till I find a way to bust out. But that's just me. There seems to be a lot of people that are stopped by nets, so perhaps each monster would have its own weakness?
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Nauty
 
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Post » Fri Feb 18, 2011 10:32 pm

One thing I've been thinking for a while now is a couple of changes to destruction magic (and maybe the odd spell type that fits this example)

In TES games, magic is normaly resisted by willpower or resist/reflect magic spells.

The thing that I feel doesn't add up however, is the elemental spells of destruction, Fire / Frost / Shock; are more a physical manifestation of those elements.

Although the your fireball is created magicaly, it is still literaly a ball of fire that cause damage by burning and scorching it's target. It's not a 'direct' magical reaction.

My feeling is that these type of spells should not be resisted by 'resist magic' or willpower, because the magic part is over, the fire / frost / electricity has been created, and is now headed your way.
A bit like how silencing a mage doesn't make their summoned daedra dissapear.

Instead physical elemental spells should only be able to be resisted by the associated resist element spell, natural resistances (like the Nord's Frost resistance)

Also it would be good to carry on the natural properites of these elemental spells to some degree. Fire spells should burn you with their heat, make your vision blurry, and if you jump into a lake, the fire should be extinguished.

If someone is standing in a puddle, or on a metalic dewmer platform, the shock spell should conduct through it

And if there is a still underwater lake in a cave you need to cross, why shouldn't you be able to freeze the surface with a frost spell and walk across?
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QuinDINGDONGcey
 
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Post » Sat Feb 19, 2011 1:39 am

Here's a suggestion:
Fallout is done now. GET TO WORK.
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kennedy
 
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Post » Sat Feb 19, 2011 9:09 am

Beth wasn't working on Fallout: New Vegas... Bethesda Softworks published NV, but Bethesda Game Studios (the team that develops games) had nothing to do with it; they've been working on something else for a while now — two somethings actually, though one is only in preproduction, and clearly the main focus is on the other game, which is supposedly so far along that it's visually ready to be revealed.

Though, once the NV dust settles, Beth Softworks can focus more on the new BGS game; from a marketing standpoint it made sense for them to hold off on revealing a new title as long as NV was still gathering hype. But now that NV is out, they should give it a few more weeks of heavy advertising and then start to divert resources toward Rage and whatever other smaller projects they're publishing, while preparing to launch a marketing campaign for their own next major project, which will most likely be TES V.
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Elea Rossi
 
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Post » Fri Feb 18, 2011 11:41 pm

Dear Bethesda and fellow TES fans,
With the announcement of TES V drawing nigh, and it perhaps being too late for the ideas presented in this post to be implemented in the game, I convey my deepest regrets that I have not shared my thoughts on this matter before, and I beg your sincere apology. No one else is to blame for my neglect of my obligation to humanity, and I take full responsibility. I hope that you can forgive me and that this post has not come too late.
Now, let me present my vision. If some of this seems familiar to you, it might be because (1) it is based on existing concepts, (2) someone might by chance have had some of the same ideas as me and (3) I've posted some of this before, using another account which sadly has been lost in the sands of time (it's a long story...). Anyway, here's my vision of an improved...

FAST TRAVEL SYSTEM

Content:
1.0 -- Introduction
2.0 -- Modes of transport
3.0 -- The waiting system
4.0 -- Random encounters
5.0 -- Other

-------------------------------------------------------
1.0 -- Introduction
Let me put it this way: Oblivion's fast travel system was [I might as well censor this myself]. It didn't make sense, it was immersion breaking - it generally slurped (which is almost the same as to svck). The player was basically teleported from spot A to spot B while the clock was set a few minutes ahead in time, with all that this entails. I won't be discussing the failures of the system too much, in part because this is a suggestion thread and not a complaint thread; Also because of my deep respect to Bethesda, and mostly because I really should be doing my homework and don't have time for this.

As many others, I'm hoping Bethesda spent the five years-or-so since Oblivion squeezing every ounce of creativity and skill out of their brilliant minds to make us the best game possible. Part of this time should have been spent on making a world that's awfully huge - at least that would make me squeal with joy. With a large world like I'm hoping for, there's a lot that needs to be done to make traveling it a pleasant experience; first of all, there's:

2.0 -- Modes of transport

To make the fast travel better, we need to re-introduce other modes of travel than horseback and footsies. We need caravans, ships, balloons, carts, carriages, mounts of all varieties - and of course, my favorite, the very convenient palanquin. You can own a vehicle and go whereever you want, or you can pay for passage or offer your services as a guard - or even threaten a poor peasant to let you sit on his hay-cart (think sandbox, people).

Teleport facilities in Mage Guild halls and teleportation spells for adept mages are of course also welcome, seeing that they are part of accepted lore. What I don't want, however, is everything to be like the teleportation. "Approach transport - activate - pay - loading screen appears and you pop out at your destination."

IMO, it would be much more believable and fun if you paid for the transport (or did whatever you did to make the guy 'agree' to transport you), took a seat/spot on the floor/hang on to the guy's back, and -- here's the revolutionary part -- the transport starts actually moving - in real time!

If you want to fast travel by foot or on your own/"borrowed" horse, you select your destination on the map, exit the map -- and the horse/you starts moving. You're on autopilot, head for the nearest path/road, at walking speed, and enjoy the scenery passing by.

Here's where I introduce the waiting system:

3.0 -- The waiting system
While I'm sure Bethesda will have made some spectacular scenery for you to enjoy while your character's sitting there comfortably on his/her/it's favorite saddle or seat, the player might not want to spend the next two-three days it'll take to cross the continent just staring at a horse's ass. Don't worry -- I've thought of this. Here's the solution:

You've got a wait button -- but it's not like the wait buttons you had in Oblivion. You press wait, and a box pops up with a slider. Normally, the slider's all the way to the left, causing time to pass by at regular pace (about 1 sec in RL equals 1 sec in-game). If you move the slider more to the right, time will pass by more quickly -- almost like pressing fast-forward on your DVD/BluRay player -- and your transport will move proportionately faster. This means it'll take as much time for the character to move from A to B with fast travel as without, but it will be a much shorter time for the player.
You can choose to set the slider all the way to the right -- making the landscape whoosh past -- or you can choose not to 'wait' at all, just enjoying the ride in real-time. If you're on a wagon or in a ship's hull - anywhere you can lie down on something soft and sleep -- you can do this too. The concept is the same - the only difference being that you regenerate more health and such - and it'll of course affect random encounters (which I'll handle further down).

Now, to make the travel smoother on the game engine, we could make it so that when you're fast-forwarding really fast, everything goes blurry outside the confines of the road/outside a certain radius. The game wouldn't load every cell you enter -- it'd rather just load the road and something like distant landscapes, only closer, until you choose to slow down again.

Now, for something I know many fans want:

4.0 -- Random Encounters
For every cell/section of the road/ocean/whatever you travel across, there's a chance of a random encounter. It doesn't have to be a wolf, bandit, minotaur or something hostile every time - and you could go long distances without meeting anything. Here I think there's many good ideas out there in the imaginations of my fellow TES fans, and I'm sure Bethesda employees would love to be more creative than what they were in Oblivion.

There'll be peaceful encounters, like traders and other adventurers, and there'll be hostile ones, like bandit ambushes and ... yeah - wolves (but please don't overdo this one...)At sea, there could be pirate ships and giant octopi. If you're in a mountainous region, there could be landslides, or if its raining, there might be so much mud that your wagon is stuck and you have to dig it out. A herd of sheep might be crossing the road so that you have to stop and wait, or plough mercilessly through it with your fire-enchanted claymore. Developers, go crazy! We all love variation -- and surprises.
If you're waiting and encounter something dangerous, you could be slowed down to regular time, the entire cell loads, and a fight ensues. If you're sleeping you might have to be awakened by someone or be alerted by sounds (or your spidersense or whatever). If you're not perceptive enough, you might be turned into a pincushion in your sleep, or knocked down from your horse from behind.

5.0 -- Other
Now my girlfriend just called me and said she's been waiting for me downtown for two hours... [censored]. I'll just... be down there. Gotta run guys! Hope you like my suggestions -- and please give feedback.
There's a lot that could be done with this kind of system! The possibilities are endless. Quests relating to transport. Commerce. Trade routes. Roleplaying a bandit overlord. etc etc etc. Bye.
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Zoe Ratcliffe
 
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Post » Sat Feb 19, 2011 10:15 am

The Little Things
As we all know, a bunch of the "Little Things" gives something a BIG boost. The ability to do things you could realistically do in real-life would be a great immersion experience and would help the game feel more like a representation of a world other than our own, which is exactly what Bethesda tries to do. When you're playing in "another world", and you can't eat anything but raw meat or Shepard's Pie, or you can't see Kynareth's little woodland creatures that are mentioned by NPC's... it breaks the feeling of being in a world and makes you aware you're playing a game.

So, here's a list of some of the little things, they aren't system overhauls or new magic systems, just small things that would make the game even more fun and enthralling.

  • More kinds of fish
  • Little creatures like mice, squirrels, raccoons, etc. that run away when they see you, and if you're sneaky enough can just watch them go about their daily routine.
  • NPCs that can jump too, since nobody likes feeling like they're the only one in the world who knows how to properly lift themselves off the ground.
  • More NPC animations that have to do with things like washing dishes, sweeping their doorstep, lighting a candle, carrying a bucket of milk, and other "daily life" things.
  • More kinds of food, mostly ones that are actually cooked.
  • A wider variety of clothing.
  • NPCs that don't greet you every time you walk by.
  • NPCs that react more realistically to you breaking into their home. Instead of "Get out! Or I'll call the guards!" for a whole minute, why not have them scream and run into the streets looking for a guard if you're breaking into their home?
  • More to drink than just Alcohol.
  • The ability to sit on the ground to recover fatigue more quickly.
  • Not having blood fly everywhere when you're using hand-to-hand fighting, and maybe making hand-to-hand less lethal and more "knock-out" type of a fighting style until you get your skill high enough.
  • Being able to "Grab" things in a store without being hauled off by the guards. If you start carrying it away, or if the NPC tells you to put it down, then the guards could be called.
  • Having physical changes to your character happen based on skill level... and I'm not talking Fable. I'm talking getting more muscular if your strength is higher, or jumping in a more acrobatic way if your acrobatics skill is high enough.
  • The ability to create your own weapons, armor, clothing, cooked food, etc.
  • Guards keeping an eye on you if you walk around town with a weapon out.
  • The ability to attend things like Festivals, Parties, Theaters, etc. And to have NPCs invite you to them if your disposition is high enough.
  • Being able to give Beggars (if they have them) more than just gold, maybe some food or clothing, and depending on how generous you are maybe you'll gain more fame or unique privileges.
  • Having Thieves be able to steal from you, like Brithaur in Crucible.
  • Having Characters react realistically to what you're wearing. If you're running around town in your underwear somebody should at least comment.
  • Having organizations that aren't just for fighting, like Merchant Guilds, Theaters (like mentioned before), Ship Crews, joining the Neighborhood Watch, etc.
  • Being able to do many of the animations/interactions that NPCs can do.


Again, these are the small things that won't "make or break" a game. They're just little things that I've suggested that could improve the feel of game, if added.

Bigger Things
These are a bit more complicated than the other things that are just small additions (or large ones if whoever was developing it was to go all-out.)

  • Being able to ride/drive Boats and Carriages.
  • Being able to climb, and climb over/duck under obstacles.
  • Having your character move somewhat realistically, like if you're squeezing in-between two rocks, maybe your character could walk sideways in-between the rocks and slow down a bit. Or pressing up against a wall if they're on a ledge.
  • Having characters run more realistically and not exactly stop on a dime.
  • Having trainers actually train you and show you new moves.
  • Having Animals have "Group Mentalities", like if there's 1 wolf it'll run away, but if there are 5 then they'll attack. Or a herd of some sort-of an animal may stampede if in very large numbers.
  • Having Merchants not be able to buy 20,000,000 Gold worth of your items.
  • Being able to do many of the animations/interactions that NPCs can do.


Again, none of these will "make or break" the game, they're just things that would be nice. :) ... Except for "Having Merchants not be able to buy 20 million Gold worth of your items." That never made any sense, it's like they're money wells.
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Svenja Hedrich
 
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Post » Sat Feb 19, 2011 2:49 am

Welcome to TES V Ideas and Suggestions # 183

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/
http://www.gamesas.com/index.php?/topic/1118847-tes-v-ideas-and-suggestions-182/

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FoReVeR_Me_N
 
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Post » Fri Feb 18, 2011 9:41 pm

In the previous TES games I've played - Morrowind and Oblivion, both allowed the player to join several factions (guilds sometimes) and rise to the head of each. This proved to deepen the game experience well beyond the main quest line...and made the game a lot of fun. I also like being able to join each one independently of the others.

In the future TES V game, I'd like to see the following factions included in the game:
-Fighters
-Mages
-Thieves
-Black brotherhood
-Arena
-Knights (privately hired to be a rival to the Dark Brotherhood)
-Necromancers (the rival to the Mages)
-Merchants (making use of the ships...like those seen in Oblivion docked at Anvil, Imperial City, etc.)
-Pirates (rival to the Merchants...also with ships of their own)
-Imperial Council (some form of political position where the player rises up the be elected or appointed a noble who governs a city)
-Guards (player starts out a squire and rises up to become Captain of a city watch or even higher)

These are just some general ideas. I was really excited at the possibility of expanding the game to include more factions and actually having more of the factions be rivals to each other, the way the Mages were fighting the Necromancers in Oblivion.

If anyone feels they want to contribute more ideas for factions and ways to make rivalries, feel free to post. I look forward to discussing this with members of this forum...and MAYBE the folks from Bethesda will like to read about these ideas also, assuming there's still time to include anything from here in TES V...
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Iain Lamb
 
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Post » Sat Feb 19, 2011 6:51 am

Golden armour. Silver armour. Legendary weapons are unique in style
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Nicole M
 
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Post » Sat Feb 19, 2011 12:36 am

I don't want weapons and armor sorted by "score".
So far it's always "iron < steel < dwemer < daedric", but I really rather see different abilities of different materials, not that one just is better than the other.
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~Sylvia~
 
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Post » Sat Feb 19, 2011 7:37 am

I agree.
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Robert
 
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Post » Fri Feb 18, 2011 10:12 pm

Wind. Wind effects. Rain effects (water running into rivers). Plants picked disappear and gradually grow back. Plants die without sunlight or water.
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Jason Wolf
 
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Post » Sat Feb 19, 2011 12:59 am

To answer to the locked tread:

This is going to be an interesting post, for those of you who use the modding community or other wise, when I first started using mods perhaps a year or so after vanilla I noticed one big thing. Half of the stuff that was done by the modding community should have already been in the game on launch.
As an example Chimney's that show smoke during the winter month's, buildings that light up during dark and window's that you can see outside of shouldn't have to be down-loadable mods.


Those are all cool things and they don't require CS acrobatics to accomplish - but I don't see why you think they should be priorities particularly if they're fairly labor intensive.

It should be included because all those suggestions are about immersion into the game world. When they are missing there simply is something that feels "left out" and destroys the "illusion" of it.
If your question is "what should it be good for" imagine the game without textures, they're work intense, eat resources and just make it look better but would feel pretty bland without them, wouldn't it?

EDIT:
Maybe the textures aren't such a good example, maybe try it with the game only has one type of creatures and they all look the same. There really is no need to create different ones really, it would work just as well with only one, would cut a TON of work and cost far fewer resources. But it would make the game feel much more bland and unrealistic.
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Heather Kush
 
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Post » Sat Feb 19, 2011 2:57 am

In the previous TES games I've played - Morrowind and Oblivion, both allowed the player to join several factions (guilds sometimes) and rise to the head of each. This proved to deepen the game experience well beyond the main quest line...and made the game a lot of fun. I also like being able to join each one independently of the others.

In the future TES V game, I'd like to see the following factions included in the game:
-Fighters
-Mages
-Thieves
-Black brotherhood
-Arena
-Knights (privately hired to be a rival to the Dark Brotherhood)
-Necromancers (the rival to the Mages)
-Merchants (making use of the ships...like those seen in Oblivion docked at Anvil, Imperial City, etc.)
-Pirates (rival to the Merchants...also with ships of their own)
-Imperial Council (some form of political position where the player rises up the be elected or appointed a noble who governs a city)
-Guards (player starts out a squire and rises up to become Captain of a city watch or even higher)

These are just some general ideas. I was really excited at the possibility of expanding the game to include more factions and actually having more of the factions be rivals to each other, the way the Mages were fighting the Necromancers in Oblivion.

If anyone feels they want to contribute more ideas for factions and ways to make rivalries, feel free to post. I look forward to discussing this with members of this forum...and MAYBE the folks from Bethesda will like to read about these ideas also, assuming there's still time to include anything from here in TES V...

BUT NECROMANCERS ARE MAGES!!! NECROMANCY WAS EVEN TOUGHT BY THE MAGES GUILD UNTIL AFTER THE GAME MORROWIND!!!! AHHHHHHHHHHHHH!!!! [/Oblivion lore bashing]
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Vicky Keeler
 
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Post » Fri Feb 18, 2011 11:25 pm

Wind. Wind effects. Rain effects (water running into rivers). Plants picked disappear and gradually grow back. Plants die without sunlight or water.


The water thing wuld just to much for PC (PC includes MAC), all the live physic thing would be to much (at night... it would look like Fallout 3?), and it can be replaced just by pre-placed textures.


And for all other people who want an complex lore... well it's not gona happened today... maybe in 40 years (the computers must be strong enought to run all this)... but not now.

Sorry to show you the facts, but it'S life.
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Katie Samuel
 
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Post » Sat Feb 19, 2011 10:41 am

BUT NECROMANCERS ARE MAGES!!! NECROMANCY WAS EVEN TOUGHT BY THE MAGES GUILD UNTIL AFTER THE GAME MORROWIND!!!! AHHHHHHHHHHHHH!!!! [/Oblivion lore bashing]

I really hate the whole "necromancers are EEEEVIIILLLLL" crap.
WHY exactly are they supposed to be evil, because they do stuff with corpses? Does that mean we should kill all undertakers and grave diggers too?

Now in all honesty, Necromancers have enormous potential to be used in game as not a good or evil faction but just as a FACTION. They could just as well offer services, they'd have huge knowledge of anatomy so they could probably easily perform simple surgeries, hell they could transplant limbs and then awake them to life merging them with the user. On a battlefield they would be huge help, awake fallen soldiers back to life to continue fighting, maybe sometimes if they're fast enough even fully awakening someone back to live.


It's pretty much a whole lot of wasted potential just to have an "easy enemy", one where you don't explain why they are the bad guys, they just are because you said so.
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phillip crookes
 
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Post » Fri Feb 18, 2011 10:45 pm

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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Ron
 
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Post » Sat Feb 19, 2011 12:35 am

Now in all honesty, Necromancers have enormous potential to be used in game as not a good or evil faction but just as a FACTION. They could just as well offer services, they'd have huge knowledge of anatomy so they could probably easily perform simple surgeries, hell they could transplant limbs and then awake them to life merging them with the user. On a battlefield they would be huge help, awake fallen soldiers back to life to continue fighting, maybe sometimes if they're fast enough even fully awakening someone back to live.

Definitely. Ironically a lot of what they do is closest to Restoration, the school most often seen as the stereotypical "good" magic. One of their most prominent roles in a more realistic society would probably be alongside the healers, using knowledge of anatomy, halting of decay, familiarity with disease, and so on to aid in surgery and medicine. If they can make dead flesh move, they can probably keep a heart beating longer than it normally would, until the healer can finish patching a wound. Back when I was putting together theoretical Mage's Guild suggestions, I also gave them a role in law enforcement. After all, who would be more qualified to determine someone's cause of death? If they can't figure it out from anolyzing the corpse they can summon the person's spirit and ask them first-hand.

Necromancy is no more "prone" to evil than any other tool. Magic is powerful, it can all be misused for terrible things, and properly used for good ones. Why is there never any effort to show the benefits of necromancy? For that matter, why does no one ever label practitioners of Destruction as evil? I mean, as a school it seems to revolve around little more than making people explode.
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Elizabeth Falvey
 
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Post » Sat Feb 19, 2011 11:31 am

There were two things that made Morrowind a more interesting game for me, at least when it came to creating new characters and actually roleplaying a chracter: the number or skills, weapons, and armors, combined with the attention given to the guilds, and differences between/within the races. A Dunmer Temple Battlemage is different from a Dunmer Priest, or an Ashlander hunter. They are all equipped differently and have different factions that they would join or groups that they would help, obviously there is some overlap but you can easily make distinctions. Likewise, you can have Imperial merchants, legionnaires, and crusaders/paladins.

Obviously, you can make any character you want, but the game gives you many options for practical backstory and roleplaying. One character might use nordic weapons and armor and freely loot Dunmer tombs, another might wear native armors like chitin or bonemould and only go after bandits. I would just like to see that aspect re-added, as I felt it was missing from Oblivion. It just felt like there weren't enough weapons/armors/skills/guilds and no distinction between particular groups, ie non of the animosity that existed between them or how one group favored certain locations, guilds, etc.
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Laura Richards
 
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Post » Sat Feb 19, 2011 1:49 am

Definitely. Ironically a lot of what they do is closest to Restoration, the school most often seen as the stereotypical "good" magic. One of their most prominent roles in a more realistic society would probably be alongside the healers, using knowledge of anatomy, halting of decay, familiarity with disease, and so on to aid in surgery and medicine. If they can make dead flesh move, they can probably keep a heart beating longer than it normally would, until the healer can finish patching a wound. Back when I was putting together theoretical Mage's Guild suggestions, I also gave them a role in law enforcement. After all, who would be more qualified to determine someone's cause of death? If they can't figure it out from anolyzing the corpse they can summon the person's spirit and ask them first-hand.

Necromancy is no more "prone" to evil than any other tool. Magic is powerful, it can all be misused for terrible things, and properly used for good ones. Why is there never any effort to show the benefits of necromancy? For that matter, why does no one ever label practitioners of Destruction as evil? I mean, as a school it seems to revolve around little more than making people explode.



In Morrowind, slavery is (or was... after many years, I don't know if it changed...) legal.

Why wouldn't necromancers be accepted in Skyrim (they could be accepted because in Skyrim it's cold and the risks of frost bites are present... which means that you don't have to lose your extremities.).
This doesn't mean that the mage guild will "love" necromancers (wouldn't completely accept them), but it can be a good idea, for the situation in Skyrim.


And if you read my ideas on this page, you will see that am saying that Skyrim could be a merge between Morrowind and Oblivion. (Morrowind : for the vast weapon divercity (crossbows and other range weapons... and all of the weapons from the GOTY) and sources of light (not just a torch or spell/potion, we want candles, bug lamps, lanterns, lamps,...). Oblivion : for the physic engine(they cant just not put it in Skyrim, or else they wont sell it... compared to the time we are in.), well, the things that makes Oblivion "Oblivion". ).
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steve brewin
 
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