TES V Ideas and Suggestions # 183

Post » Sat Feb 19, 2011 12:11 am

I forgot to mention... I WANT THE "IMMUNE TO FROST ATTRIBUTE" back, for the Nords! ... It's an huge advantage!
User avatar
Rhysa Hughes
 
Posts: 3438
Joined: Thu Nov 23, 2006 3:00 pm

Post » Sat Feb 19, 2011 10:13 am

If there's a Bethesda guy who is reading these threads, I want to say something.

I know that making more weapons/light sources, and other things requires time to model them and make theire textures, but isn't it what a great game is about? : having a great variety of items?

Don't think that am just saying that, because am not the one who is modeling the things or making the textures... presently am studying (after college, am gona go in 3D, in university) in mutimedia, and I like doing 3D (it's what I want to do as a job) and I know that some things can take some time to make, but if we like doing our job, will it make us go like "Awwww, there's STILL other things to do?... Lets just not do it." ? I hope not.

And am not talking about some ideas who are like "make a complete flora/fauna system!", that would be long to program and is secondary...

I hope you saw my point on that post.

Good day!
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Sat Feb 19, 2011 10:35 am

One thing that may need a little improvement.

If they want to put in "humor" they should maybe think about it a bit more. I just played through Shivering Isles and I honestly gotta say, I wasn't really "impressed" by Sheogorath. Didn't really find him funny because his lines mainly consisted of "Barely coherent babble, nonsensical babble, "I'LL RIP YOUR GUTS OUT", barely coherent babble, nonsensical babble, "I'LL RIP YOUR EYES OUT"..." and so on. And if they tried to make him seem psycho, that kinda failed too because he never really seemed threatening.
All in all he was a nice change but seemed too much just weird and random, I know he's the "mad god" but still it felt like he was just haphazardly puzzled together.


However I have to admit, giving NPCs emotions and personality is a VERY hard task, still for this kind of game it's one very worth wile pursuing. It's not really the bombastic visuals, a ear ripping soundtrack and "evil demons from hell" that make those games great, it's the little details. With the big stuff they can be "good", if they actually focus on the little stuff too they can actually become "GREAT".
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Sat Feb 19, 2011 4:56 am

Rhekarid, on 19 October 2010 - 07:08 PM, said:
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.


I've got some ideas on this subject. As far as necromancy being "like restoration" I feel like yes, at least some of the people who are necromancers got their start as doctors or healers...Frankenstein was a doctor; it obviously denotes someone of learning if not medical interest. You say necromancers would work with healers...I say they are the same people. A healer is the one able to keep a heart beating...it is someone who becomes a "necromancer" who decides to re-start a heart that has stopped beating. Likewise, necromancers would be good at dectecting how someone died, but only because someone who could detect how someone died would be a good necromancer.

Now, as far as necromancy being "prone" to evil, you have to look at it this way. They aren't "healing" dead people of death. They are animating a dead corpse with a somewhat foreign form of energy. Now, yes, some people might want their loved ones saved at all costs. But let's pretend for whatever reason that once someone dies, who they were is gone. So the general societal consensus is that animating dead people = bad. Whether it's because they are brainless, soulless, or flesh eating abominations. Now, multiply this by the fact that because of this stigma, people who have a scientific interest...even if it is that they do want to "cure death" are going to be digging up grandma and not telling you about it. And now she's trapped between worlds, possible feeding on innocent bystanders being murdered in the name of science. Look at stem cell research or laboratory tests on animals and multiply that by human beings with 50+ years of life and dozens of family members.

Now, in the game it mentions that they state does sanction necromancy practiced on prisoners etc, for the sake of learning. But it is tightly controlled, and not everyone who wants to do it gets a chance. So you have a black market for corpses that is creepy if not evil (ie stealing your grandma)
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Sat Feb 19, 2011 5:15 am

Bring back werewolves.

No. Don't.

Make them even BETTER!

Let's face it, werewolves are some of the most cliche overused things. But if Bethesda were to make the truly ULTIMATE werewolf... the next time someone watches a werewolf flick they'll leave disappointed saying "those were nothing compared to the werewolves in this game I played... what was it called? Oh, yeah, TES V!" Beth could set the bar on everything, making stories better than all, mechanics that mesh better than others, and the most extensive history and lore of any game.
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Fri Feb 18, 2011 10:30 pm

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


Agree and add:
If the engine can handle it (and I hope it will, after they've upgraded it), wouldn't it be cool if there were a lot more plants? In oblivion the closest thing to flowerbeds were areas of grass with 1 flower for every square meter. Not every plant would be entirely grown at once, and if you harvest a bed, it would take time before it sprung up again (as you said).
Alchemy would have to be altered along with this though, as you'd have too many plants to work with the current system. Maybe they could make it so that you'd need more than one of an ingredient to make some potions. Maybe you'd have to refine them first or something - then you'd have to collect a lot.

One thing that may need a little improvement.

If they want to put in "humor" they should maybe think about it a bit more. I just played through Shivering Isles and I honestly gotta say, I wasn't really "impressed" by Sheogorath. Didn't really find him funny because his lines mainly consisted of "Barely coherent babble, nonsensical babble, "I'LL RIP YOUR GUTS OUT", barely coherent babble, nonsensical babble, "I'LL RIP YOUR EYES OUT"..." and so on. And if they tried to make him seem psycho, that kinda failed too because he never really seemed threatening.
All in all he was a nice change but seemed too much just weird and random, I know he's the "mad god" but still it felt like he was just haphazardly puzzled together.


However I have to admit, giving NPCs emotions and personality is a VERY hard task, still for this kind of game it's one very worth wile pursuing. It's not really the bombastic visuals, a ear ripping soundtrack and "evil demons from hell" that make those games great, it's the little details. With the big stuff they can be "good", if they actually focus on the little stuff too they can actually become "GREAT".


NPC personality is CRUCIALLY important for immersion. It's hard, but it's worth it. If it was up to me, every NPC would have a backstory and a story that the PC could witness as the game progresses.
Only thing is... I hope they have tons of NPCs in the next game -- not cities with ten people in them, but hundreds! Thousands even!.... but then giving everyone a backstory would tax their resources too much.
I'm not sure which game I'd choose -- one with tons of NPCs, or one with few, well-developed ones... I hope TES V is a good compromise.

EDIT: And I actually liked Sheo a lot -- I think he fit his realm quite well (it's a part of him, after all). He should be random - he should be unpredictable. And nonsense is an entire style of its own.


And I have an idea of my own (that's probably someone else's too, but I came up with it - if not first - then at least on my own): Make it so that you can try on clothes before you buy them! It's not important for a game where all that's important is the stats of your armor - but this is a freaking RPG series! People care what their character looks like! This'll be especially important if they're gonna have lots and lots and lots of outfits - which I'd love love love.

And add more individual pieces of clothing -- and individual 'slots' for clothing. Would be cool if you could have a shirt on underneath your armor.
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Fri Feb 18, 2011 8:39 pm

The reason Oblivion had no actual cliffs and other vertical or concave surfaces was due to the way the environment was calculated. It's just one big algorithm describing a collation of curved lines wrt an axis. Those lines can't maintain mathematical integrity if they curve back on each other; the equations of a curved line go false if you try it. They might be able to pull off a true vertical but it would not look natural.

OR

Beth can create hand built envrions instead of using the procedurally generated one per Oblivion. But these have to be hidden behind zone walls somehow.[edit]or annoying popup onto the terrain seemingly out of nothing as they do now.
You're freakin kidding me, that's how they built the world of Oblivion? By letting the computer auto-generate the landscape? I thought it was hand done like in Morrowind. And now that I think about it, you can't make vertical cliffs in Morrowind's construction set either. How weird. I'm sure it would have tons of them if we only knew how to render it in our computers.




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 think having destructible environments would be amazing. If you're afraid of ruining the environment then don't blow it up with your magic spells. And you can always reload a previous save game any ways. I'm always pushing for more realism.




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.
And watch it be another Fallout game. haha




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.
I totally agree. Just because someone wants to work with corpses doesn't mean they're bad or evil at all. I think Necromancy, in the way you're describing it, is a very useful and educational college of magic.
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Sat Feb 19, 2011 3:22 am

I have heard word that people are saying that The Elder Scrolls V, might become a MMO or Multi-player game. Since there is no official announcement on this I am reluctant to believe it as no past games have been.

But in my opinion on this topic, I would be devastated to see TES Series turn into that. MMO's or MP games make games more "bleh" so to speak as it removes key aspects to the story to accommodate many players, relinquishing that "its up to you to save the world feeling" that you got out of games like Morrowind and Oblivion. The team would have to split from making the game itself to adding Multi-Player, time they could be spending on improving the overall performance of the game, and adding the epic-ness that we all know and love about TES Series!

I pray that they never go through with making on online version of TES, the game would just be lacking so much and I hope Bethesda delivers an amazing single player experience as they always have done!
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Fri Feb 18, 2011 9:18 pm

I guess this thread will be closed in a couple of posts or so, so I'll make a suggestion that's not for the game:

MODS, Can you please write in big capital letters in the OP of the next thread: "THIS THREAD IS NOT FOR DISCUSSION OF WHETHER OR NOT TES V WILL BE AN MMORPG!" ?

and underline NOT three or for times -- make it red too.... and you might want to write the sentence three or four times too - to make sure everyone reads it.



On topic:
There's a feature in Far Cry II that's really cool and that I'd like implemented in a TES game:
You can set fire to grass and vegetation, watch it burn, and use it for strategical purposes. This
should go for buildings too (yeah - I've read the arguments against destructible surroundings - I still
think you should be able to smash down a brick wall if you'd like to.)
Of course in Far Cry, you're mostly running about on the Savannah, where it's freaking hot and dry --
so it'd be harder to set fire to stuff in TES

.... and I just remembered that TES V will probably be in Skyrim... so not much dry grass.
But I live in Norway - and you can set fire to stuff just fine here. Not that I do that often :whistling:

Campfires shouldn't be lit all the time, btw. Especially not when there's been no one around for days.
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Fri Feb 18, 2011 10:45 pm

When you pick things up you can rotate them.
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Sat Feb 19, 2011 3:01 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.
I don't really see necromancy being restoration, and not much if anything to do with Daedric (formerly conjuration). I would say in TES that to operate a body, a soul is needed. Necromancy is about manipulating that soul to do what you want; whether it's animating a body, giving you information, or attacking someone. The trick is to put the soul of someone or something you can control into the right body. So, if you can control a dog, put it in the body of a person and tell it to attack things for you. Then the body runs like a dog and attacks the best it can. Obviously creatures would do the best job in a body that was most like their own.

Necromancy should be a ritual form of magic, and not a willpower/spellpower kind of thing like restoration. Zombies are shorter term servants, skeletons are longer term because you take the time to assemble them instead of depending on their fleshy parts to hold them together. Necromancy should have many conversations with the dead to provide information, like the King of Worms did with the Prince of Firsthold. I think at a certain point a necromancer could just yank the soul out of a person or animal that wasn't equipped to withstand that.

So, you make zombies on the spot, and use mark/call to bring your skeletons to you. Otherwise the skeleton walks with you or waits at your house. I suppose we'd be talking a few things out of mysticism to make this a skill, with the soul trap kind of thing.
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Fri Feb 18, 2011 9:07 pm

When you pick things up you can rotate them.


When you pick things up you actually pick things up - with your hands - not just make them hover in the air in front of you

and

When you pick up things you should feel like there's actually a hand controlling the thing - not a pair of unreliable tweezers that you manipulate from the other side of the room with your eyes blindfolded, drunk. In oblivion it was easier to put down a 100 feet tall Daedric god than to put a book into a shelf. Now while I've never tried to kill a 100 feet tall Daedric god in real life, I do imagine that it would be the other way around.
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Sat Feb 19, 2011 9:40 am

@ martut

those are great ideas man can you imagine that in a game :) it would be EPIC
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Sat Feb 19, 2011 10:57 am

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.


ya its like the Dark brotherhood are "evil" too!!! THEY ARE NOT, people who hire them are, Deadra evil!!! not really, they are just deadra, now the empire is evil (in my eyes)
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Fri Feb 18, 2011 8:22 pm

When you pick up things you should feel like there's actually a hand controlling the thing - not a pair of unreliable tweezers that you manipulate from the other side of the room with your eyes blindfolded, drunk.

Exactly, even if there wasn't a visible hand holding something the grip to an object should be solid so it doesn't drop by turning too fast. And the weight of an object should also matter when you hold it, not just when it's in your inventory, if it's too heavy you should still be able to drag it along.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Sat Feb 19, 2011 2:50 am

I don't really see necromancy being restoration, and not much if anything to do with Daedric (formerly conjuration).

Not the same as restoration, no, just having similarities. Something like a skeletal undead can move around without falling apart; obviously, magic is being used to replace the function of muscles and ligaments, and I imagine one of the earlier necromancy lessons is how to make these things walk and not crumble into a smelly heap. Presumably some degree of anatomical knowledge is necessary, as well as how to magically interact with that anatomy. Pretty much everything else said though I agree with and have already covered with my own take on necromancy.
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Sat Feb 19, 2011 9:00 am

ya its like the Dark brotherhood are "evil" too!!! THEY ARE NOT, people who hire them are, Deadra evil!!! not really, they are just deadra, now the empire is evil (in my eyes)


So in your eyes murdering people is not evil? Then what is evil and what is good?
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Sat Feb 19, 2011 1:51 am

The only reason they kill people is because it's their job. It is quite close to the discworld series.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Sat Feb 19, 2011 10:02 am

The only reason they kill people is because it's their job. It is quite close to the discworld series.


Still, some evil must be inside you if you have nothing against killing people.
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Sat Feb 19, 2011 3:52 am

It's part of a vampire's life to kill so why not get money for it?
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Sat Feb 19, 2011 11:59 am

I think they should do TES V just like Minecraft! ... Just joking, but minecraft is fun........ Yea, I should put an idea.


Why not put a wide variety of light sources... not just torches and "light" spells!, we want candles, bug lamps,lanterns, ... things like that.

Also, they should bring back the "teleport" spell (includs "Mark" and "Recall"). Because, if we are in trouble and theire is ennemies (it can be indoors), wel, we cant "fast travell", so teleport would be usefull !
User avatar
Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Sat Feb 19, 2011 4:43 am

Still, some evil must be inside you if you have nothing against killing people.


It's not wickedness - it's just indifference. Well, in most of the guys in the [deleted slightly amusing pun that sadly would probably have been seen as racist by some hypersensitive person who wasn't even black and would probably get me banned from the forum] , ehrm - Dark Brotherhood - it is wickedness. If you talk to the assassins there, it seems like most of them joined because they enjoy killing. I don't think their misconceived conception of worshiping Sithis has much to do with it. I wouldn't call them so much a sect as a clubhouse for morbid sadists and murderers.

That makes me think of another suggestion. Could we have espionage quests for the good guys, pretty please? Not that I have anything against playing for the "Evil" team, but I feel like there should be some variation. They're not the only ones sneaking about in the shadows. And lots and lots of more sneaky quests -- you can never get enough of that.
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Sat Feb 19, 2011 10:41 am

It's not wickedness - it's just indifference. Well, in most of the guys in the [deleted slightly amusing pun that sadly would probably have been seen as racist by some hypersensitive person who wasn't even black and would probably get me banned from the forum] , ehrm - Dark Brotherhood - it is wickedness. If you talk to the assassins there, it seems like most of them joined because they enjoy killing. I don't think their misconceived conception of worshiping Sithis has much to do with it. I wouldn't call them so much a sect as a clubhouse for morbid sadists and murderers.

That makes me think of another suggestion. Could we have espionage quests for the good guys, pretty please? Not that I have anything against playing for the "Evil" team, but I feel like there should be some variation. They're not the only ones sneaking about in the shadows. And lots and lots of more sneaky quests -- you can never get enough of that.

The way I see it, the Dark Brotherhood should have some "out there" chapters in places like Morrowind where people are just in it for the murder, but that the organization's core members and traditional chapters would be quite decent people who kill others for religious reasons. Much like how there are crappy McDonalds that always get your order wrong, and others that are filled with friendly, kind, and skilled workers.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Sat Feb 19, 2011 12:13 am

So in your eyes murdering people is not evil? Then what is evil and what is good?



exactly ;) what IS evil and IS good.

that should be up to the player.
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Sat Feb 19, 2011 1:57 am

There's a feature in Far Cry II that's really cool and that I'd like implemented in a TES game:
You can set fire to grass and vegetation, watch it burn, and use it for strategical purposes. This
should go for buildings too (yeah - I've read the arguments against destructible surroundings - I still
think you should be able to smash down a brick wall if you'd like to.)
Of course in Far Cry, you're mostly running about on the Savannah, where it's freaking hot and dry --
so it'd be harder to set fire to stuff in TES

.... and I just remembered that TES V will probably be in Skyrim... so not much dry grass.
But I live in Norway - and you can set fire to stuff just fine here. Not that I do that often :whistling:

Campfires shouldn't be lit all the time, btw. Especially not when there's been no one around for days.


lol i loved that feature in FC2. i think it would be awesome to be able to set fire to objects though you'd have to be much more careful using fire and lightning spells.

and as for it being in skyrim i dont think that would be a problem especially if they implemented actual seasons to the month cycle. then i could see skyrim being more like Alaska where during the spring and summer the central and southern parts (minus the mountain range that separate it from Cyrodiil) would be grass lands with tree's, rolling hills, lakes, rivers, and meadows. while the mountain ranges to the north would be snow caped year around. during the fall months it would be rainy and chances for rivers and lakes to over flow would be greater. during winter it would be snowy and all lakes and rivers would be frozen though it would be cool to have thin ice hazards where you could possibly fall through the ice if you way to much.

alternately you could blast the ice out from under badies and watch them fall in... in the freezing water you could gain a ice damage DoT.

and im all for destructible buildings but if its in a town or if its like a fort thats inhabited whether they be good or evil you should see repairs being made over time and then finally a fixed product.

i understand that much of this may be beyond beths capabilities but it would be very life like.
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

PreviousNext

Return to The Elder Scrolls Series Discussion