TES V Ideas and Suggestions # 184

Post » Sat Feb 19, 2011 11:07 am

Weather links with seasons or is more changeable.

The moon moves across the sky. Solar eclipses happen.
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Chloe Botham
 
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Post » Sat Feb 19, 2011 4:42 am

[size="3"]I think that the elder scrolls series is a great series, but I would like to see more things you can do in the game like, be a count or countess, buy a kingdom, be the emperor, or have more games like jousting, archery contests, and have some team games like the arena has both team and single fights as well as things like a pit fight ( where a group of 3-6 go in and kill deadly creatures). The game should have more house options as well. Instead of having one house per city have 4 or 5 houses for sale, like a house for the poor, the middle class, and the rich. With that said you should be able to have a family,friends and pets (wife,kids,dogs,strange pets for example a griffin, Dragon, Cyclops,and a phoenix) and have them stay at home or go out and fight with you or invite your friends over. You should also be able to buy things like carriages for your family and friends, and ships to cross the ocean. Back to the family note there should be kids and muts running around the kingdom like you would see back in the midevil times. And if the ship thing gets put in there should be more water monsters. Maybe the kraken? Giant Squid? Sharks?

I would like to get the next Elder Scroll soon! :obliviongate: .
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Tyler F
 
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Post » Sat Feb 19, 2011 6:27 am

Fishing shouldn't be just running into the water in full plate and swinging a claymore at a fish. There should be fishing rods, or at the very least spear or hand fishing. It'd be nice if there were fishermen who actually fished, too.
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bimsy
 
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Post » Sat Feb 19, 2011 5:26 am

The journal could use a few improvements. Morrowind had a few good ones with the expansions, it was awesome that it actually logged all conversations you had and actually every single person you talked to and what they said.
More interactivity with the journal would be good too, being able to highlight important parts and strike out ones not necessary. In fact this could be a nice automatic feature, important parts like names, places or important items are underlined, when they are fulfilled instead of making a new journal entry they are simply crossed out in the already active journal entry, needs fewer entries to clutter up the journal that way and makes "collect" quests easier. Additionally you could place color markings over certain words, this would also be good for books if they contain important info.

I wouldn't really remove quest markers but not make them so pinpoint. They can just lead you to a already known place but not pinpoint exactly the location you need to know. However one thing where I'd make quest markers pinpoint is when you can SEE your goal. For example you look for a certain person, the marker only shows the closest know location like the town or street where that person lives. But when you can directly see the person it can highlight him directly.
The main reason for that is partly due to medium limitations, it's not that easy to make out a specific person in a game as it is in real life so a little highlighting can help there.
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Bad News Rogers
 
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Post » Fri Feb 18, 2011 11:02 pm

There should be more guilds as well and add more to the guild. Maybe at the near the end of the quest say The Dark Brotherhood Have you be the speaker (like in Oblivion) Then you can buy things for the guild like shrines and add ons. And add a guild for the necromancer's.


Vampires: The few things that can kill these beasts are your weapon,you, garlic, and werewolves, you should be able to be a werewolf and a vampier (again) and other creatures of that sort.
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Ross Thomas
 
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Post » Sat Feb 19, 2011 9:40 am

One thing that would help the combat quite a bit for me is an enemy being scared after you sneak attack them. In Fallout 3 when I get a critical sneak attack but the enemy doesn't know where I am, they get pissed and start hunting for me even though they're limping and near death. Self preservation has to have more spread than just running when their heath is low. If you take a shot at them and they haven't seen you, they should duck into cover to figure out what's happening. Am I being attacked by a group, or just one guy? Do I even want to fight a guy wearing daedric armor?

Oblivion kinda had this, but it never worked well enough and the equasion was much to simple.
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mollypop
 
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Post » Sat Feb 19, 2011 1:24 am

You can burn down buildings. Flammable objects burn when introduced to fire. Electricity can travel through water (only a small distance losing energy the further it goes).

Enchanted armour radiates heat, the heavier the armour the more the heat, and NPCs can sense it. Normal enchanted clothes do not radiate heat as they are very light.

You can see your hands when you pick up things.
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D IV
 
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Post » Fri Feb 18, 2011 8:36 pm

Add a free-running system for people with good acrobatics (tier 1 or 2 so they are easier to get)
Add Dark Messiah combat (directional attacking, no directional blocking, kicking, finishers)
Remove the loss of stamina when attacking
Remove the loss of health while blocking

Dark Messiah+Mirror's Edge+Elder Scrolls=Game of the year all years
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willow
 
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Post » Sat Feb 19, 2011 9:21 am

Add a free-running system for people with good acrobatics (tier 1 or 2 so they are easier to get)

Sounds like something that should be reserved for experts, maybe journeyman.. not really novice/apprentice level tricks. The cooler stuff should be worked for, not handed to you.

Add Dark Messiah combat (directional attacking, no directional blocking, kicking, finishers)

Main problem with kicking was how cheap it was... the game had an over-abundance of instakill spike racks and cliffs (fun, but cheap). Without those, kicking could be a useful move to push an enemy back out of melee range (nice for mage or theify types, which aren't good are melee). Kinda like shield-bashing, without the shield. It wouldn't be a "perfect" move, though.. if you're a lightweight without much strength and you try kicking a Dremora clad in heavy armor, you'll be pushing yourself onto your butt.

I actually liked the finishers. Made the combat feel more visceral.

Remove the loss of stamina when attacking

I say make more things take stamina. Heavier weapons use more fatigue than lighter weapons (which I believe is the case). Make running use fatigue (like it did in Morrowind), and make walking reduce your fatigue regen. Stand still (or sit) to regen fatigue properly. Make those fatigue-restore potions useful for something other than extra-long melee fights. It should not be refreshing to run up and down mountains...

Remove the loss of health while blocking

What incentive would there be to raise your block skill?
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FABIAN RUIZ
 
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Post » Sat Feb 19, 2011 12:02 pm

What incentive would there be to raise your block skill?

it's just kinda bull crap when you get hurt while blocking, maybe it could only hurt when blocking heavy attacks with a sword? Other then that and stamina loss when attacking, I agree with you completely. I always did feel like I was just using the kick as an escape route when playing on hard...
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Verity Hurding
 
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Post » Sat Feb 19, 2011 2:04 am

You need a different way of levelling up blocking. You could get XP for every dodge or block but this makes it more of an agility skill.

Or you could remove the block skill completely by just having your strength level as your block level.

It could be assigned to the armour skills associated with that type of material.
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Gemma Woods Illustration
 
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Post » Sat Feb 19, 2011 1:50 am

it's just kinda bull crap when you get hurt while blocking, maybe it could only hurt when blocking heavy attacks with a sword? Other then that and stamina loss when attacking, I agree with you completely. I always did feel like I was just using the kick as an escape route when playing on hard...

One more reason why I'd have locational damage, blocking could actually hurt your arm, blocking a very hard blow could actually slam your OWN shield into you injuring whatever it hits.
A block skill can still be useful, I myself would put that in a "defend" skill group which also include parrying, evading and deflecting hits.
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jadie kell
 
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Post » Sat Feb 19, 2011 8:43 am

just something for dodging, I was really disappointed by the dodging in oblivion because it sent you flying fifty feet away from your enemy
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Nicole Kraus
 
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Post » Sat Feb 19, 2011 11:48 am

More anarchical uprisings and attempted take overs.

Guilds can rebel.

More worthwhile legendary items.
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cosmo valerga
 
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Post » Sat Feb 19, 2011 8:28 am

Self initiated boss fights. There should be some extremely large creatures (much like the Gatekeeper, or even larger) that the player can take upon him/herself to defeat on their own time, once they are powerful enough. The quest would never start; if one's level 2, one pound from the creature would send you flying to your death. However, leveling up to an acceptable level could give you a fighting chance.

Once the beast falls, the "quest" would be completed, and the corpse could have unique, non-levelled valuable loot to take (especially like a large horn or other body piece to display in your home B) )
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Samantha Wood
 
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Post » Sat Feb 19, 2011 4:28 am

More spell types.
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Multi Multi
 
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Post » Fri Feb 18, 2011 9:10 pm

Make mages stand their ground when fighting lots of melee characters. Give them effect spells that eminate from their person that knock people down. Allow them to make illusions of themselves to trick baddies. It isn't very fun running around as a weakling mage shooting a fire ball once you're a mile away from your foe. Neither is it too much fun fighting a fleeing npc mage.
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Russell Davies
 
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Post » Sat Feb 19, 2011 8:58 am

You need a different way of levelling up blocking. You could get XP for every dodge or block but this makes it more of an agility skill.

Or you could remove the block skill completely by just having your strength level as your block level.

It could be assigned to the armour skills associated with that type of material.
One more reason why I'd have locational damage, blocking could actually hurt your arm, blocking a very hard blow could actually slam your OWN shield into you injuring whatever it hits.
A block skill can still be useful, I myself would put that in a "defend" skill group which also include parrying, evading and deflecting hits.
Block is best removed in favor of blocking/parry/counter being part of the relevant weapon skill and shield being a separate skill.
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GPMG
 
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Post » Sat Feb 19, 2011 3:57 am

I'm a fencer, and a fairly good one to boot. parying isn't what books, movies and games describe it as. there are several different parries, for different places, and although they do depend on agility to even make contact, strength is the defining attribute over who will override the other person's action. and thiss all happens in less than a second.

so shields are awesome.
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Victoria Vasileva
 
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Post » Sat Feb 19, 2011 4:29 am

What exactly is Bethesda's involvement with Brink? I just ask because parkour is a big part of that game and I think it would be sweet to have parkour featured in TESV as well, as a skill for stealth character types.
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Breautiful
 
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Post » Sat Feb 19, 2011 7:59 am

Make mages stand their ground when fighting lots of melee characters. Give them effect spells that eminate from their person that knock people down. Allow them to make illusions of themselves to trick baddies. It isn't very fun running around as a weakling mage shooting a fire ball once you're a mile away from your foe. Neither is it too much fun fighting a fleeing npc mage.


That's what I hated most about fighting necromancers. There seemed to be more chasing after them than actually exchanging blows/spells.... I'm okay with cowardly enemies, but it's just annoying when every one of them are.
In the case of necromancers, maybe they should make it possible to summon more than one undead -- then they'd have a larger bodyguard force, but once you fought your way through, they'd be ripe for maiming.

... which brings me to another idea. You should have spells that don't rely only on line of sight. I hated that in Oblivion, every ranged spell was a ball of something flying against your enemy. If you're fighting in a crowd, you should be able to pick out specific enemies and do something mean to them with your magicka.


And a parkour skill and climbing is a good idea. Assassins and thieves would have so many more possibilities!
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HARDHEAD
 
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Post » Sat Feb 19, 2011 3:31 am

You can only fast travel along roads.
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FoReVeR_Me_N
 
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Post » Sat Feb 19, 2011 5:08 am

It's true, the file sharing half of that would require some honesty from the gamers to work well... But in my experience, the Elder Scrolls community tends to be more mature than, say, the Halo and Call of Duty crowd. I have faith.

Some kind of genre system could be implemented. Books in the store are shelved according to whether they're fantasy or whatever. The author lists his/her work under whatever genre seems appropriate, and if readers feel that the book is classified under the wrong genre, they can recommend a change with the store owner. That would instantly change the book's shelving location in their game, and if enough Internet-connected people recommend the same change, that online database updates it. So if you don't want to read Lusty Argonian Maid fan fiction, you can avoid the romance section. :) Also, over all of that, there would be a basic grammar grading program. Not too strict, but enough to ensure no one submits no-effort nonsense in texter talk.

Here's another idea that I doubt very much will make an appearance, but would still be nice... Custom houses. In addition to the pre-built places you find in the cities, there could be plots of land up for sale in the world. If you buy one, you can speak to an architect, who has a variety of different "building blocks" to choose from--rooms, basically. All of the blocks are compatible with each other, so if you want Kitchen A paired with Living Room C and Bedroom E, that's no problem. Long as you have the money.

I've thought the same thing about custom houses. :D

They could easily make the exterior meshes and then just combine them with what you have since meshes can merge. Like if you buy certain parts they'll merge together a certain way. Of course that wouldn't work very well in some cases.

Or you could just build different types of homes anywhere, and then the more complex/unique ones would be the city ones. So you could build and customize more in the wilderness but for more uniqueness you would have to get a city home.

It'd be nice if on your property you could add things like wells, crops, sheds, etc. Just so you could have that "this is my home, and I built it" feel. :)
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CHARLODDE
 
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Post » Sat Feb 19, 2011 1:54 am

These are just my feelings, your mileage may vary.

After playing fallout 3, I can see just how robust the sandbox rpg can truly be. If there is to be a sequel to Oblivion (we hope there's going to be!) here's a few things I would love to see.

1) ditch the main quest. (this can be applied to fallout 5 too ;p)
Why do I say that? Well, the main quests are ok, and definitely tell a story, but when it comes to replay value, its a bit confining. Make whatever class or character you wish, they will always start out in the vault, in the imperial prison etc. I would far prefer to begin as a fresh character with a whole world to conquer, serve, save, plunder, whatever the character design warrants. Let the world's story evolve from the quests we stumble upon as we explore the world. Players could possibly select from a series of possible backgrounds and starting locations, in the style of dragon age perhaps even with a mix-match capability for nearly infinite replay value.

2) lets see a world as carefully crafted as fallout series' worlds are.
Oblivion's world was quite generic, with dungeons duplicated hither and yon. In Fallout we find unique locations and architecture everywhere. As a side note, the brown/grey tone maps of fallout served to enhance a post-nuclear washington but in morrowind I felt it made the game wrld too drab. Yes, in oblivion that was gone, but it was replaced by a simplistic, primary color nightmare. A more careful eye towards the look and feel of the world would go a long way toward setting mood and being immersive. Consider the possibility of random insertion of very non-randomly crafted content, so that a fresh replay creates a unique world with some familiar places / quests and some you've not yet seen. Diablo one did it, its not that hard.

3) make it co-op capable.
With the unexpected success of Borderlands, we find that players love exploring and adventuring with a small group of friends. It shouldn't be neccessary but definitely possible. One critique often heard about Oblivion from mmo fans was that it felt too lonely while jam packed worlds like WoW were waiting for them at the same time. However, many mmo players relent that being on a server with 10,000 people screaming, "noob," griefing, ganking, and generally destroying any RP immersion isn't desireable either. All we ever wanted before Ultima and EQ was to have that PnP dungeons and dragons feel online. We wanted to explore dungeons, get embroiled in dramas, and generally adventure with a party of friends. What we got were instanced zones filled with stationary mobs, tank-and-pull tactics, and uber elitism. Wouldn't it be vastly more enjoyable to load up elder scrolls 5 with 3 or 4 of your friends and explore the detailed and story-rich world together? Many feel now that the co-op rpg genre could easily supplant the staid mmo format, with a bit of effort from developers. We'd gladly buy new DLC instead of monthly fees, and can easily host on one of our computers (just as we do on borderlands) thus saving the dev companies from having to maintain expensive rooms filled with servers. Its the wave of the future of gaming, really.

These things would go a long way towards making a rich, robust gameworld as well as a long-term home for the tired-of-the-mmo set. There doesn't have to be such a binary decision -solo or lost in the crowd. This could be the best rpg yet.
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Terry
 
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Post » Sat Feb 19, 2011 7:53 am

http://www.gamesas.com/index.php?/topic/1124472-tes-v-ideas-and-suggestions-184/page__st__140
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Michelle Serenity Boss
 
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