TES V Ideas and Suggestions # 183

Post » Sat Feb 19, 2011 8:33 am

It seems to me fast travel is lacking in something, it just feels like its just a loading screen. I like the the tips and lore i get, but it still feels a bit choppy.
I know it most likely wouldn't fix it, but maybe one could be able to access his/her stats menu while it loads your screen, or have a small amount of ( like 3 at most) random battles in random places while you were on your way.
It just assumes you won them all or never had a random encounter during fast travel.
It just feels wrong that a nord who never practiced magic, other than drinking potions, can teleport. I like the random battle idea for that simple purpose
This also applies to the non-magical world of fallout, where they have mines, guns, and radiation.


This. :P

the longer you use a sword it improves with you so that it is not necessarily the strongest weapon that deals the most damage so if you use a glass sword for a long time it may get better than an ebony sword. You could also add in that the sort of blade you use is increased. for example if you only use shortswords they may eventually become better than longswords. However you may want to trade for a really experienced ebony longsword for a non experienced Daedric longsword because in the end it has a higher attack level when experienced.


That makes sense. not all blades would be made the same so the weight would be off, or the center of balance would be a little off etc, and i'd think all this would screw you up just a little, maybe not too much but enough to take the edge off until you get used to it. Another thing i would change is the impact the different materials have on the sword. instead of damage the material should determine its hardness its durability. It should be the person that makes it that determines its damage. An apprentice wouldnt be able to make a perfectally balanced, sharp as hell sword, so his weapon wouldnt be as good as a master smiths, but it would cost a hell of a lot less. So smith=damage while material=durability.

Also maybe have it so if your using a poor quality blade theres a chance it would snap on impact, while higher quality materials and better blacksmiths would reduce that chance. Also i think they should just cut the glass weapons and armor altogether. They would just shatter and spray both you and your opponent with glass mainly you i'd think. If they make it so you can make any day objects into weapons maybe you could break a window and stab someone with a piece of glass if you have no other option, but to have it as a main weapon seems kinda stupid.
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Sun of Sammy
 
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Post » Sat Feb 19, 2011 7:51 am

Shameless self advertisemant ahead :P

I'd once again bring up my http://www.gamesas.com/index.php?/topic/1117711-tes-v-ideas-and-suggestions-181/page__view__findpost__p__16428126 which allows tons more types of weapons, tools and actions.
In that adding new weapons, for example firearms or relatively exotic weapons, would be relatively simple as there would be a category they can belong into.

And before you panic I just mention them as a example, don't grit you teeth :rolleyes:
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Facebook me
 
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Post » Sat Feb 19, 2011 8:56 am

spears, crossbow, throwing knifes, etc Do need to make a omeback. I want to shoot spear with a crossmowand then try and cu the tip off th flyign spear with a throwign knife.

Throwing axes, too, could be added.
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Christine Pane
 
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Post » Fri Feb 18, 2011 10:48 pm

Yes but it does not catch in the same place, it does not have have notches in the same place, it does not have the same density, length varies and so does the shape of a sword. Does a steel longsword look like a Daedric one? Do they have different textures? Does it have the same amount of gcm-3 ?

A couple of extra grooves would make a difference, sure, but not that huge of one (I don't think). If you have a sword that's a cm longer than another, it's not going to be much stronger. Just because you're a master with the iron longsword, doesn't mean you're not a master with a Daedric one, just because it's a bit different. Small changes have a big impact in some things. I don't think swords is one of them.

But anyways, maybe that's what makes TES's weapons so boring. Every steel sword looked exactly the same. Every Daedric sword looks the same. Every Ebony mace looks the same. Can't somebody make something look different for a change? Sheesh.
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willow
 
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Post » Sat Feb 19, 2011 6:04 am

spears, crossbow, throwing knifes, etc Do need to make a omeback. I want to shoot spear with a crossmowand then try and cu the tip off th flyign spear with a throwign knife.

Throwing axes, too, could be added.


This. I so want to enchant some throwing knives with like 50 points of shock damage on strike. Lol. YES!
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Brandon Wilson
 
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Post » Sat Feb 19, 2011 1:04 am

Here's an idea that came from "Shadowcrest Manor":

Workstations:
THIS could be a great reason to own a big house, being able to actually have workstation within that house where you can set up your gear.
The general thought is the gear you take with you is really just travel gear and there are more advanced tools but they are stationary. Those are bought for a house, those could easily replace the "fancy add ons" you bought in Oblivion but had no real meaning aside making your house more pretty.

Of course in a cheap shack you will only have very little to set up a workstation, your kitchen will just be a frying pan and a pot, your smithing station a rock and your "alchemy lab" pretty much just is a table you can set up your gear on.
But really buying a huge manor with space you can have BIG workstations, you can set up a full alchemy lab, a whole smithing station, have a large and fully functional kitchen, a magic lab and so on.

And workstations themselves can also have a function, when you're IN your workstation you get a "skill boost" to the fitting skills depending on how complete your workstation is. This would nicely simulate how a "complete set" improves how well you can work. The quality of the tools would likely not play into the boost since they already influence how well you can work, so it does make sense to have a complete AND high quality set.



Also here's a side thought I had.

Darkness:
Something that kinda bugged me always was that darkness was not really dark. However I can see why sometimes, being stuck in a dark cave with absolutely no light is no real gameplay fun.
However a way I would implement is that you can still see a little bit in front of you like up to 2 meters maximum. Like this you could still find your way but better don't rush it as you can't see too far.
The image you say would only be the really close proximity, very desaturated (likely black and white) and have a noise effect over it. And it would likely build up over a few seconds, so right after your very last torch goes out you are blind for a few seconds and the contours around you slowly form again.

I made a screenshot in Oblivion in a modded cave that doesn't have lights and used a very short range light spell, also doctored in photoshop a little, but this is kinda what I'd like to see.
http://img708.imageshack.us/img708/1149/darkness1o.jpg
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Ally Chimienti
 
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Post » Fri Feb 18, 2011 7:47 pm

Sandbox Multi Player!!!!! :swear: :swear:
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Peter P Canning
 
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Post » Sat Feb 19, 2011 10:30 am

Sandbox Multi Player!!!!! :swear: :swear:





lmao, ya that would be the day.
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Laura Samson
 
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Post » Sat Feb 19, 2011 7:14 am

A couple of extra grooves would make a difference, sure, but not that huge of one (I don't think). If you have a sword that's a cm longer than another, it's not going to be much stronger. Just because you're a master with the iron longsword, doesn't mean you're not a master with a Daedric one, just because it's a bit different. Small changes have a big impact in some things. I don't think swords is one of them.

But anyways, maybe that's what makes TES's weapons so boring. Every steel sword looked exactly the same. Every Daedric sword looks the same. Every Ebony mace looks the same. Can't somebody make something look different for a change? Sheesh.


You start to get used to swords and you can start using different tactics with different swords as if it's heavier you can account for extra momentum going straight from that to a light weight sword or different weight sword that doesn't have the same momentum will take some time to get used to.
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Lakyn Ellery
 
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Post » Sat Feb 19, 2011 6:16 am

# 1

Please let us Fight on horseback. I was constantly getting annoyed when I was being attacked by ne'er-do-wells and not being able to defend my horsey.

# 2

Speaking of horseys, it would be awesome if I could pack them up with my junk. And, if I run out of room on my first horsey, I would like to pack up another horsey trailing behind my first ( via rope, of course). Wagons would also be nice.

# 3

Wagons would be a nice change for the average horseback rider. I know you would need to design up another complex animation but a trailer for my horsey would be quite swell.

# 4

Someone made a mod for "rope arrows". It sounds rather stupid once you read it, but after a quick consideration it sounds neat and instrumental--especially for sneaking people.

# 5

I WANNA DROP MY GOLD INTO PILES LIKE IN MORROWIND. Ahem, soz caps. Or was I just really angry? Who knows. But seriously, let me pile my gold up in my bedroom closet so I can feel better about my rl poverty.

# 6

Speaking of closets...actually...nevermind

# 7

Dear Bethesda, please bring back Mark and Recall. It was nice. I like.

# 8

Bring back the bank. I never played Daggerfall but I've heard of the bank there. I want it back...although i never had it.

# 9

Make the players map just fit the screen. I was getting pestered whenever i had to drag and drag and drag my cursor around the screen so I could find out where the nearest town was so I could begin my massive genocide of the day.

# 10

Probably the most important thing i want from this game is for it to hurry up. I know you guys are busy sitting on your bums, drinking md, and making loads of well-deserved moolah, but I seriously want you people to hurry up (yes, you people!). It should take you four years to create a sequel. Anyways thanks for reading and acknowledging (and hopefully working on! >: ) my ideas.


His excellency, PandorasBoxorz
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maddison
 
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Post » Sat Feb 19, 2011 2:56 am

@daniel kay
I read your skill list and I totally agree to grouping the skills
There's just one thing: instead of the way you proposed of having the mean skill level of the group affect how the lower level skills behave, I think it would be both easier to implement and more logical to instead make it so that when you use a skill, the other skills in the group also increase somewhat (if beth continues using the use-a-skill-to-get-better-at-it concept and not something like in fallout)

And for the people discussing the sword thing: I also think there's a difference between different swords, and that you should 'get used to' swords

Can't write to much now - i'm on my cellphone
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Andrea Pratt
 
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Post » Sat Feb 19, 2011 12:52 am

If you have maximum strength you can hold claymores in 1 hand like xivialis however takes a lot longer to get to the max level
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Kristian Perez
 
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Post » Sat Feb 19, 2011 12:03 pm

@ dan

yes they already did this in fallout 3 and it worked great.

and yes my first mod was the one that made caves and nights darker, hope they give us some horror this time around like the fallout 3 ghouls man those things were crazy.
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Emmi Coolahan
 
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Post » Sat Feb 19, 2011 6:47 am

I've been looking at real life speed and agility lately, and in terms of the way we apply them in the elder scrolls, they're so similar I don't see why we make a distinction. What could you call a speed skill that doesn't almost entirely rely on agility?

I've been thinking of dropping speed from the attribute list, and moving luck from the attribute list to a perk in character creation. It would leave us with these six.

Strength
Agility
Endurance
Personality
Willpower
Intelligence
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Chloé
 
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Post » Fri Feb 18, 2011 9:04 pm

Shameless self advertisemant ahead :P

I'd once again bring up my http://www.gamesas.com/index.php?/topic/1117711-tes-v-ideas-and-suggestions-181/page__view__findpost__p__16428126 which allows tons more types of weapons, tools and actions.
In that adding new weapons, for example firearms or relatively exotic weapons, would be relatively simple as there would be a category they can belong into.

And before you panic I just mention them as a example, don't grit you teeth :rolleyes:


awesome skills

they would work amazingly well if they removed leveling too, and use a more "realistic" mechanic this time around.
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Tasha Clifford
 
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Post » Sat Feb 19, 2011 3:12 am

Make World Exploration a bit slow, and for a rats behind take away fast travel system please. Add more Caves Different Layouts of Texture to make Caves,Tombs,Dungeons etc more unique. Bring Back The Elder Scroll 3: Morrowind System leveling, such as increasing weapons skills much slower, and increasing level cap to 100. Much better would be bringing back Morrowinds (Attacking System)*(Magic System). Oblivion was to easy and hits were always succesful, I prefer hits that miss depending on your skill. Alchemy was a fun thing to do in Elder Scrolls so i would like something were alchemy is not explotied as to become invisible, but were it becomes more in need for stradegy in every situation. As for Armor please keep Daedric,Ebony,etc in rare loot. I was jammed Packed with Daedric Armors and Swords in Oblivion so i want Elder Scrolls 5 to keep high level armor and weapons in rare findings.
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Yama Pi
 
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Post » Sat Feb 19, 2011 3:50 am

I've been looking at real life speed and agility lately, and in terms of the way we apply them in the elder scrolls, they're so similar I don't see why we make a distinction. What could you call a speed skill that doesn't almost entirely rely on agility?

The way I chose to interpret it for my own skill set was as more of reflexes/reaction speed, which seemed separate enough as it doesn't quite fit any of the existing attributes.
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sw1ss
 
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Post » Sat Feb 19, 2011 2:36 am

The way I chose to interpret it for my own skill set was as more of reflexes/reaction speed, which seemed separate enough as it doesn't quite fit any of the existing attributes.
Alright, but other than sprinting, what sort of activity would be a speed skill that isn't almost entirely agility? I don't want to really be the dike that quotes the dictionary, but maybe it helps in this case.

agile - moving quickly and lightly; "sleek and agile as a gymnast"; "as nimble as a deer"; "nimble fingers"; "quick of foot"; "the old dog was so spry it was halfway up the stairs before we could stop it"

Also in Morrowind, the agility attribute replaced the dodge skill. If agility and speed are merged, then dodge easily goes back to being a skill and agility covers the quickness.
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sophie
 
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Post » Sat Feb 19, 2011 11:31 am

Just a quick suggestion, but if your playing a barbaric character, obviously wouldn't know how to pick locks, so either a lock bashing, which would heavily damage your weapon, mostly for balance, that way you can't just walk around and bash open any locked thing. Or the ability to, literally take a treasure chest With you. these would be heavy items, and then you can go to a City and hire somebody to unlock it for you, this would probably be somebody related to the thieves guild, unless looting dungeons is a common practice :) then it could just be a blacksmith, or if they felt like adding one, a locksmith.

Also, maybe add a skill, or make it rely on a skill, but scrolls. A barbarian can just read a scroll, and summon a Daedra lord? just like that?..
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Mel E
 
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Post » Sat Feb 19, 2011 12:51 am

Just a quick suggestion, but if your playing a barbaric character, obviously wouldn't know how to pick locks, so either a lock bashing, which would heavily damage your weapon, mostly for balance, that way you can't just walk around and bash open any locked thing. Or the ability to, literally take a treasure chest With you. these would be heavy items, and then you can go to a City and hire somebody to unlock it for you, this would probably be somebody related to the thieves guild, unless looting dungeons is a common practice :) then it could just be a blacksmith, or if they felt like adding one, a locksmith.

Also, maybe add a skill, or make it rely on a skill, but scrolls. A barbarian can just read a scroll, and summon a Daedra lord? just like that?..

put it under blunt weapons...
but the bashing idea i like, and have a percentage placed on breaking the lock, rendering it permanently sealed shut until you break the lock, breaking the box and the items inside, or just breaking the items inside.
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Lynne Hinton
 
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Post » Fri Feb 18, 2011 11:16 pm

put it under blunt weapons...
but the bashing idea i like, and have a percentage placed on breaking the lock, rendering it permanently sealed shut until you break the lock, breaking the box and the items inside, or just breaking the items inside.

Yeah, but they should also put a limit on what can be 'broken'. Potions, obviously would be very fragile, but if theres a shield inside it (idk how they fit these things in there..) then I doubt it would break. When you said 'break' I assumed you mean the item would be completely useless, basically replaced by an item called "broken item" like in KOTOR (if you've ever played it), but instead of that, if it's a shield, or sword, the item's condition should be lowered.

I also think that if an item's condition reaches below 30%, you should have to take it to a blacksmith and 're forge' it, which would cost something around half the price of the actual item. A simple repair hammer can help, but in the end, it couldn't completely remake a weapon or shield lol.
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GEo LIme
 
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Post » Sat Feb 19, 2011 10:25 am

You start to get used to swords and you can start using different tactics with different swords as if it's heavier you can account for extra momentum going straight from that to a light weight sword or different weight sword that doesn't have the same momentum will take some time to get used to.

You adjust to different swords quickly. It doesn't take much skill at all. At least, for me.
But maybe I can be more lenient. How much more damage are we talking about? If it's like 2 or 3 points, maybe. More, and I'll have to use my superb useless speechcraft and mercantile skills to deal with you.
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Eileen Müller
 
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Post » Fri Feb 18, 2011 8:16 pm

I would want the economy of towns to be more inclusive with the gamer - For Example: Sneak into a shops in the night and rob the places, the next morning you should be able to see the consequences on the business/owners.
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Emily Rose
 
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Post » Sat Feb 19, 2011 10:28 am

Yeah, but they should also put a limit on what can be 'broken'. Potions, obviously would be very fragile, but if theres a shield inside it (idk how they fit these things in there..) then I doubt it would break. When you said 'break' I assumed you mean the item would be completely useless, basically replaced by an item called "broken item" like in KOTOR (if you've ever played it), but instead of that, if it's a shield, or sword, the item's condition should be lowered.

I also think that if an item's condition reaches below 30%, you should have to take it to a blacksmith and 're forge' it, which would cost something around half the price of the actual item. A simple repair hammer can help, but in the end, it couldn't completely remake a weapon or shield lol.

I agree, also if you have a volatile substance, or a trap placed on the box, bashing it with something blunt should set it of, allowing for a small possibility that is linked to your lockpick skill, and your (whatever) weapons skill.
this idea could work with swords and axes as well.
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Stephanie Kemp
 
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Post » Fri Feb 18, 2011 10:21 pm

I would want the economy of towns to be more inclusive with the gamer - For Example: Sneak into a shops in the night and rob the places, the next morning you should be able to see the consequences on the business/owners.

Yea, generally there SHOULD be consequences to your actions, especially stealing. Rob someone blind of everything they own and they likely end up on the streets or mentally broken... hell could even happen that you find someone committed suicide after being robbed of everything they owned. Would make stealing from someone much tighter and serious.
Also consequences can be that after stealing a lot there will be more guards in town, they are stricter (harsher punishments) and people are much more suspicious and mistrusting, generally it makes your live harder if there's a lot of stealing going on.
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Sara Lee
 
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