TES V Ideas and Suggestions # 184

Post » Sat Feb 19, 2011 10:10 am

Just us.

why not have a set few npc's who change their appearance, and have a few quests where you have to find people who have. it would add some interesting occurrences.
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Christina Trayler
 
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Post » Fri Feb 18, 2011 11:54 pm

Haven't done a big post in a while, so I figured I'd do skill-detail sections on a couple skills whose application may be less obvious from looking at the list. Some explanatory notes at the bottom, if there's a question feel free to ask.

1.2.5.5 Lore

Lore: Magical is the knowledge and theory of supernatural forces, in both Nirn and other worlds. The skill allows the character to better see and understand things of a mystical nature, and applies in a variety of ways. Questions in conversation regarding magical subjects (such as spell schools or local wizards) are more likely to yield useful info, including rituals and formula for alchemy and spellmaking, which are added to the journal. A similar chance is granted to reading relevant books. Examining the aftereffects of magic becomes more accurate, such as whether a fire was magical or mundane, what went wrong/right and why, and the source. High lore values grant a slight increase to the speed of raising magical skills, and improves the effect of training others in them. Allies taught by a loremaster will demonstrate improved AI against spellcasters in reacting to and defending against spells. Characters will have increased awareness against spells attempted to be cast secretly. Examination of detected magic yields more information, such as the age and power of the spell. High Lore: Magical has numerous small benefits in most related situations, with primary effects of greater benefit from books and conversation (and any other "educational" events in general), effect of training others, and enchantment identification. The skill is increased through inquisitive conversation about relevant subjects, reading of relevant books, and direct examination and study of magical objects and structures.

Lore: Legendary covers the rumored, fantastical, and of course, legendary objects of the world. Much of its use is in the connection of loose threads; when a piece of a legend is mentioned in writing, by an NPC's rumor, or otherwise, a skill check is made to recognize it. The more pieces of information the character has, the greater their odds of recognition. The amount known increases as more pieces are collected. With partial recognition, legends and rumors become available in the keyword list to directly ask people about. As recognition increases, more information is stockpiled in the list. In this way the character can decipher the location of dungeons and other areas of interest, artifacts, and other significant objects. Additional information can include translation of symbols, solutions to puzzles, add existence of secret passages to maps, and historical information (such as modern descendents from a crypt). Legendary loremasters become increasingly skilled at recognizing the truth in myths and rumors based against their stockpiles of knowledge, disregarding a rumor as false on the first hearing or recognizing it and knowing where a ship must have sunk. The skill is increased passively by making these connections, and especially by doing so manually; converting rumors into notes, laying them on a workdesk with books and an ancient stone symbol, successfully finding an area or object solely through use of the Lore: Legendary skill, and so on, as well as by the general collection and study of myths and stories.

Lore: Bestiary is an understanding of the many creatures of Nirn. The in-game bestiary itself has its own section in the journal. Inside are kept entries about the different species the character has either encountered or heard of, with each entry ranging in detail from nothing more than a name to a full anatomical anolysis. The skill is raised through the study of written reports on creatures by others, hearing stories from adventurers and particularly hunters, personal interaction with animals and monsters, and particularly study with dead or captured specimens. Most studies are relevant to a certain creature and mainly benefit that article, while raising the skill improves the detail of the bestiary as a whole. Aside from general improvement, increasing the skill reduces the amount of study toward a specific creature is required to add to its article (as this amount increases with the size of the article), and increases the benefit of relaying this information to allies. NPC's educated about a creature will fight more effectively against it, knowing its strengths and weaknesses. Bestiary articles can contain a great deal of useful information, including not only general descriptions, but relevant anatomical information that can improve locational damage targeting and other attack strategies, behavioral AI for tracking/predicting and controlling, weaknesses and immunities, and so on. Detailed bestiaries will passively increase the effectiveness of targeted attacks and other interactions such as illusions and communication.

1.2.5.6 Poison

Poisoning is an assassin's art, requiring great refinement and skill to master. Entering the Poison-Making screen requires the use of a Black Medicine Bag, a kit which contains many small tools and supplies for careful manipulation of chemicals. As with Alchemy tools, a greater quality bag will improve outcomes, but is rare and valuable. On the Poison-Making screen the player decides whether to create a toxin, or to modify one already in their possession. Methods of delivery include not only poisoned weapons, but ingestion and inhalation, depending on the nature of the poison. A poisoned weapon remains viable for some time. Generally much deadlier than dangerous compounds made with Alchemy, poisons are also harder to acquire, needing more of a single ingredient instead of anything with the desired effect, or rarer samples such as a tiny tree frog. Both poison-making supplies and ingredients are often not legally sold, even actively wiped out near towns if considered dangerous enough, or illegal to possess. Most recipes are learned by formula, which include information on the full effects, but are difficult to obtain due to the predictably guarded and reviled nature of the information. It is possible learn new recipes through experimentation, but in order to officially "learn" and record the effects as a confirmed poison, its symptoms must be observed in a living thing.

Poison: Toxin is used in the creation of poisons. Aside from the medicine bag, ingredients are of course also required, varying between essences, chemicals, and samples (ingredient-type items like flowers). They may be found, purchased, or created via Alchemy. Unlike Alchemy, which uses similar factors between ingredients to create a final product that's mostly the same regardless of ingredients used, Poison: Toxin uses specific formulas to produce specific poisons. For example, five units of Nightshade Essence and a certain chemical might be used to create a single dose of Nightshade Poison. These derived toxins are unique from each other and dangerous alchemical substances, and often have effects that can't be otherwise reproduced. They might take days to present symptoms, or attack bodily symptoms in stages. Effects are presented in a 1-100 magnitude, such as "Dizziness (20)". Magnitude determines both potency and speed of onset of the effect (after any delayed appearance of symptoms), weighed against whatever resistances or antidotes the target has. If any symptom reaches 100 magnitude in the victim's status, it will begin to damage health. Skill level increases both potency and efficiency (amount of ingredients needed to create a poison), as well as success rate. Each dose of poison requires a vial to put it in.

Poison: Delivery attempts to modify a derived poison, adding or removing effects to make it better suited for specific tasks. Depending on the source and goal, additional chemicals or alchemical tools may be required. Modification will often reduce the overall power of the poison, or destroy the sample entirely if the attempt fails, both reduced with higher skill. Changes are typically made to hide factors of the poison; it might be turned clear to more easily blend into a drink, tasteless to be placed into a food, etc. If an NPC detects something wrong they may dispose of the tainted object, with general "awareness" stats (like those used to detect stealth characters) also applying to their ability to notice it. More cautious individuals may react to this by changing locks, hiring guards, testing food sources, and other precautions making future attempts more difficult. Poison is also checked for when guards investigate a death, with more subdued toxins less likely to be found and investigated. Poison: Delivery can also make toxins more durable, lasting longer on a blade, or shorter-lived, to make them degrade faster and become untraceable.

Poison: Simulation is a more difficult task, blending derived and alchemical poisons with other chemicals in order to fundamentally change their effects. Essentially, this allows the character to customize the symptoms of the toxin, either to make it better fit their needs or simulate a specific cause of death. Accurately simulating the symptoms of a disease might avert suspicion away from murder as a cause, or prevent the victim from seeking the appropriate care. Simulating a different type of poison might divert investigation toward the only apothecary in the area that stocks a key ingredient, and away from the player. Simulated toxins are also useful in direct combat, as their unnatural composition is harder to block with normal poison resistance. How it must be introduced can also be changed, such as directly into the bloodstream, contact with skin, or ingestion. While simulation seldom reduces the potency of a poison, it is difficult and prone to failure that may ruin it outright, and is especially difficult to combine with effective modification through Poison: Delivery, a task generally left to master poison-makers. These rare individuals are both hired and feared by the nobility, for their ability to discreetly eliminate even well-protected, public figures.

1.2.5.6.1 Symptoms

Symptoms are the primary effects of derived toxins. Each has its own magnitude, representing how quickly and severely they take effect, and are individually measured against the target's total poison resistance as well as resistances to each type. When affecting the player (if detected), they are seen individually on the status screen, along with the magnitude they are currently affecting the character with. If allowed to exceed 100, they will exceed the tolerance threshold and begin directly damaging health, in addition to the severity of any full-magnitude ailment. Poisons also have a duration set against the target resistance, which is lowered by effective treatment. When the duration has passed, symptoms will gradually drop and disappear. Lesser poisons may be debilitating but will eventually be handled by the immune system alone, while others will escalate and cause eventual death if untreated. Some of the possible symptoms of poisoning include:

Pain: A common effect, pain typically manifests as an added chance of failure to most tasks. Can be endured in the same way as injury-based pain, but naturally this does nothing to actually inhibit the poison.

Nausea: General feelings of illness and weakness, nausea drops the effectiveness of nearly all actions, essentially acting as a Drain effect on all attributes. Less severe than pain, but also harder to ignore.

Dizziness: Hinders movement with constant vertigo, causing victims to frequently stagger, fall, or stop moving. At high magnitudes it becomes nearly impossible to even walk.

Vomiting: A periodic symptom, it significantly damages stamina and fatigue when it strikes, and prevents the beneficial restorative effects of food. If applied to an ingested poison, however, it can potentially purge the system and end the sickness.

Paralysis: Attacks the nervous system and/or muscles, hindering all physical actions. Highly dangerous in that it can prevent self-treatment, it also becomes even deadlier at 100 magnitude, at which point health damage is joined by suffocation as the lungs are paralyzed as well.

Organ Failure: The poison directly and immediately threatens health, damaging liver or stopping the heart. Health damage begins instantly, worsening with magnitude. In the unlikely event that the victim is still alive at 100 magnitude, the poison strikes them with an instant death effect. Though high endurance, luck, and resistances can potentially save the victim, the effect will strike again at regular intervals until either cured or fatal. Poisons that carry an Organ Failure effect enhanced by the Deadly modifier are typically the most dangerous toxins in the world.

In addition to symptoms seen on the status screen, they may also be affected by modifiers that alter their impact and may effect one or all of the poison's symptoms. Most are seen only in the listed effects of the poison itself pre-application, and are unknown to the victim. They can include:

Deadly: Added directly to other symptoms, the "Deadly" effect dramatically increases the speed at which that symptom worsens, driving it to start damaging health almost immediately. Deadly poisons are also more resistant to any treatment that is not a direct cure. Can be combined with the "Subdued" effect for especially dangerous results. Deadliness is not seen on the status screen, but in the effects on the poison itself.

Subdued: Added directly to other symptoms, "Subdued" causes a symptom to advance slowly or not at all in magnitude, while still worsening. In other words, a Dizziness effect might stay at a low magnitude in appearance and be only a mild irritant, while it subtly continues to approach 100 and cause damage. "Subdued" effects are not visible on the status screen, which only shows the low magnitude of the symptoms side effects. Subdued poisons can de-prioritize treatment until it's too late.

Longevity: The duration of a poison is seen in its direct effects, not in the status screen. Longevity significantly increases that time, making the poison more likely to keep worsening and bypass natural resistance. The duration of any poison with a 100-magnitude longevity effect is essentially endless, potentially leaving someone bedridden while symptoms are treated until a cure can be obtained.

Delayed: Symptoms do not appear until a certain amount of time has passed. Though of little value in combat, such poisons are frequently applied in assassination.

Lingering: The poison is not effectively processed by the body, and can remain in the victim's system even when symptoms are gone and the duration is passed. Generally requires a direct antidote to be removed. If a previous dose is still present it can reduce resistance to a second one. Some poisons are known to linger but have virtually no symptoms, accumulating in the body with repeated doses until causing a sudden death by overdose.


-Notes
*Lore: Legendary is assuming the presence of other things I've suggested in the past, including the combination of larger world, partial randomization, and the existence of real, difficult puzzles that may be untranslated or damaged by time, making it genuinely useful to know locations and secrets.
*Poison was largely separated from Alchemy for a couple reasons. One is simply balance; Alchemy has always been rather overpowered, and while my own system for it makes it harder, it also adds grenade-type projectiles and other dangerous substances, and doesn't need the potential combat-supremacy of poison as well. Additionally, in a deadlier combat system combined with more realistic injury (both things also included in my own suggestions/systems), poison as it is now would need to be changed. Though still usable and deadly in combat, the changes mean you can no longer just carry gallons of it around to use on every enemy, along with it being harder to apply due to skin-breaking injury happening less often. Separation of the skill also makes it something that can be directly taken and focused on by agents and assassins, the ones who would use it most, without forcing them into the scholarly role of master alchemist at the same time.
*Options for disguising poisons are also assuming the presence of things I've suggested in the past, specifically an evidence-based crime system in which simply not being seen at the time is not a guarantee of getting away with crimes spotlessly, as well as AI that responds to death with things like increased security or patrols if necessary. Because of the risks of being tracked or caught, undetected poisonings would be very important for a professional assassin or agent, compared to someone just out for blood.
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BRAD MONTGOMERY
 
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Post » Sat Feb 19, 2011 3:01 am

why not have a set few npc's who change their appearance, and have a few quests where you have to find people who have. it would add some interesting occurrences.



And why not have ... lets say 3 mages who does it .

A quest where we must help some guy who (or women) who wants to seduce someone (but he isn't so pretty). The guy heard that there is some mages who can modifie the appearance of people.

We then go in search of one of them... but he got killed (let's say he had gambling problems). Then we hear that one other mage lives somewhere... but he is pretty greedy. We can decide to go talk to him or go in search of an other one... But lets stay with the greedy one.

So after reaching him, we get back to guy we want to help and bring him to the mage ("mark" "recall" spell can be given to us from the guy, to spare the pain of escorting). After the gets his face changed, he will give us... lets say "an amulet of charm".


And by knowing the location of the mage, we can go there and get our face changed... for a certain amount of gold.
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lauren cleaves
 
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Post » Sat Feb 19, 2011 8:34 am

This seems like a no-brainer to anyone who has seen the Fallout: New Vegas forum, but for any new game Steam has to be wither completely done away with, or made optional. That also goes for any other intrusive online activation or internet requirement.

They really dropped the ball with Fallout: New Vegas, and they've hopefully learned their lesson.
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Ian White
 
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Post » Fri Feb 18, 2011 9:18 pm

I wrote a shorter version of absinthe82's post:

1.AI should be fixed, the random things pepole say on the streets in Oblivion makes me laugh and when fighting the creatures or NPCs are kind of "stupid".
2.As a fan of The Elder Scrolls I think that the world should be more detailed; the dungeons all look the same, and walking around the world is kind of boring; there should be more sense in exploring and travelling.
3.(I think this is the most important point) ROLE PLAY... Having a house in Oblivion makes no sense, you can sleep nearly anywhere and putting items on shelves and tables just show how much the players have to imagine themselves. People should knock on doors, go into shops and actually buy stuff and eat or drink it like on plates. The newspaper should be delivered to your door in the morning and you could be able to go into a restaurant or inn and buy food which will be delivered to you. A player should be able to see what he is eating or drinking and put food on plates or in cups giving a nice feeling of reality.
Putting in a script that has you having sicknesess and head-aches or other thing from the lack of eating or sleeping is not a bad idea and alchemy could be used to create original unique potions eg. Potion of restlessness which helps you tu stay awake.
4.Other quests or events in the life should be added as the normal quests:(Go talk to someone, kill someone and get something then come back for reward) system is boring and repeatable and more things like a small chance of getting knocked out in battle or waking up in a graveyard after someone thinks you died is exiciting and putting it into one word: COOL.
5. Talking to NPC should be more realistic and should be done "on the go" eg. You go up to an NPC and talk to them about MORE subjects like asking them about a recent fight in the arena or the weather A THING YOU COULD FOR ONCE CARE ABOUT would be great and not "activating" the NPC and talking to them about the same topics is boriiiing...
6. finally this links to #3, Realistic gameplay: Being able to go fishing, a system of character mood a bit like the sims except without the Going to the toilet every 20 secs would be great, eg. going swimming, going to an inn to talk to someone. And PLEASE fix the engine; like looking at a mountain that looks like i don't know a piece of **** because it hasn't loaded yet is wierd and falling through rocks, houses and floors is stupid and throwing some item to see it spinning in the middle od the floor is very very wierd.
Thanks for reading and at least think through some of those things.
PS. love the game xD
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Steven Nicholson
 
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Post » Sat Feb 19, 2011 8:16 am

Most of Absinthe82's ideas were good. Really vague but in a detailed way.
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Dagan Wilkin
 
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Post » Sat Feb 19, 2011 5:31 am

-snip-

What if in the Lore Magical section, there was also the ability to detect "the smell of magic" in some quest areas. When chairs are floating, peasants are being run out of their villages by mysterious forces, and ghosts are coming back to haunt the living your character could right away deem there's a mage involved and maybe progress int the quest more quickly or skip a tedious questioning phase... I'm sure there could be other uses for it too, like recognizing magic more easily when they see it. Maybe there could be a "Detect Magic" Ability strung into a high Lore: Magical skill.

I LOVE the Lore: Legendary idea!

Scratch that, I love the whole Lore idea.

Having a notebook/journal section for encountered/heard of/ read about creatures, known spells and magical effects, and known/rumored legendary things would be BRILLIANT! I could imagine being able to apply this to many other things, such as fighting techniques, plants and alchemical ingredients, information about the NPCs in the game, etc.

Mine's more of a "Journal" Idea than a "passive skill" idea though. Like a cumulative storage of everything your character has learned in an accessible place. And then once that learned thing is unlocked, you can talk to people about it.

And all people could have a response like "Sorry, I don't know anything about that." or "Pfft. You and your animals.", except a special few who you could interact with uniquely on the subject.

Categorization would also be needed so that if there are 500+ NPCs you don't have to scroll through a list.

For example: For NPCs-

Region of Province
  • Wilderness
    • Wilderness Region
      • Settlement
      • Campsite
      • Cave
      • Ruin
      • Fort

  • City
    • District [Assuming there are districts]



Poisons and Symptoms

They'd be difficult to implement, but nice to have. :nod:

And why not have ... lets say 3 mages who does it .

A quest where we must help some guy who (or women) who wants to seduce someone (but he isn't so pretty). The guy heard that there is some mages who can modifie the appearance of people.

We then go in search of one of them... but he got killed (let's say he had gambling problems). Then we hear that one other mage lives somewhere... but he is pretty greedy. We can decide to go talk to him or go in search of an other one... But lets stay with the greedy one.

So after reaching him, we get back to guy we want to help and bring him to the mage ("mark" "recall" spell can be given to us from the guy, to spare the pain of escorting). After the gets his face changed, he will give us... lets say "an amulet of charm".


And by knowing the location of the mage, we can go there and get our face changed... for a certain amount of gold.

They had facial surgery in Fallout 3, and places to get Haircuts. So there's no doubt there could be a way to do that.

Maybe just a transformation potion. :shrug:
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kat no x
 
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Post » Sat Feb 19, 2011 11:28 am

I'd quite like it if Beth made sure what NPCs were saying made sence as a conversation; on several occasions now, I've heard NPCs talk about how slavery has been abolished in morrowind. Rather than a "Gee? Really? That's great news!", the reply tends to be "It's not supprising, considering Morrowind's turbulent past, we can only hope the trouble subsides quickly." (or something to that effect...). What's the deal there? Dialogue not properly thought through? Or are the NPCs just all racist?

Another thing that I'm not too fussed about, but would (in my opinion) greatly add to realsim, would be the chance to trip up. Next time you see a particularly steep flight of stairs/hill, try to run down it at full speed. Not that easy to keep your balance, is it? Yet characters in oblivion had no trouble running up and down/jumping around on/fighting on flights of stairs.The formula could be something like this:


Chance of falling down stairs while running = 1 - (Agility/10,000 x 30) - (Luck/10,000 x 30) - (Acrobatics/10,000 x 20) - (Athletics/10,000 x 20)

That would mean that (providing I got my maths right, which I'm pretty sure I did) if all of the above stats were maxed, there would be not chance of falling down the stairs. Different combinations of the above stats would give different chances eg. 65 agility, 50 luck, 60 acrobatics and 70 athletics (random stats) would give a.........33% chance to fall down the stairs while running (that's roughly (because it's not 33.3r3) one in every 3 flights). The falling effect could easily be simulated by recording the player's current fatigue, setting it to some negative value (causing the player to fall over), then reseting it to it's previous value. This would also contribute to making luck a more useful attribute to invest in.

Just a thought, looking at the formula, it seems a bit harsh, but you also have to take into acount that NPCs and creatures would be effected; drain their luck/agility/acrobatics/athletics and watch them tumble to the ground.

Oh yheah, there'd probably be sime health deduction in there, based off acrobatics and endurance.
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Laura
 
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Post » Sat Feb 19, 2011 6:50 am

What if in the Lore Magical section, there was also the ability to detect "the smell of magic" in some quest areas. When chairs are floating, peasants are being run out of their villages by mysterious forces, and ghosts are coming back to haunt the living your character could right away deem there's a mage involved and maybe progress int the quest more quickly or skip a tedious questioning phase... I'm sure there could be other uses for it too, like recognizing magic more easily when they see it. Maybe there could be a "Detect Magic" Ability strung into a high Lore: Magical skill.

Regarding that, another thing I suggested in the past was to have a search function. It would work sort of similar to healing in http://www.youtube.com/watch?v=XgtTxqBmzzM, in that you stop and hold the button for a few seconds to complete the task. Naturally, the big completion bar in the middle of the screen doesn't need to stay. Several skills could use it, mostly for specific searching in the area of where you're looking, for things like guards searching for evidence or a tracker looking for footprints and other signs. When not checking a spot, it would also be a good place to put general area information; it was something older RPG's sometimes did, giving a notice about the smells and sounds of an area you entered to increase the atmosphere. Instead of a popup you could deliberately investigate if you wanted to. Characters with skills that make them sensitive to such things could glean additional information in this way, like sensing magic in the air. As far as outright Detect Magic, though, I've already got that in my spell effects list, with more detail and functions than you would reasonably have through just lore familiarity.

This reminds me of a note regarding evidence I forgot to put at the end of that post, though, I'll have to do that now.

Categorization would also be needed so that if there are 500+ NPCs you don't have to scroll through a list.

Certainly. Adding selectable categories like "By Subject/Letter" to a text list is hardly new or difficult technology at this point, so I would hope to see it. In conversation, back when I went over dialogue systems, you could simply press a small button in the window (like the little X in the corner of many things) to open your keywords list to drag things back and forth from your options in conversation. That way you could have subjects you'd talk about regularly there for easy access, and the list as a whole would only be as dense as you want it to be.
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MARLON JOHNSON
 
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Post » Fri Feb 18, 2011 9:21 pm

Regarding that, another thing I suggested in the past was to have a search function. It would work sort of similar to healing in http://www.youtube.com/watch?v=XgtTxqBmzzM, in that you stop and hold the button for a few seconds to complete the task. Naturally, the big completion bar in the middle of the screen doesn't need to stay. Several skills could use it, mostly for specific searching in the area of where you're looking, for things like guards searching for evidence or a tracker looking for footprints and other signs. When not checking a spot, it would also be a good place to put general area information; it was something older RPG's sometimes did, giving a notice about the smells and sounds of an area you entered to increase the atmosphere. Instead of a popup you could deliberately investigate if you wanted to. Characters with skills that make them sensitive to such things could glean additional information in this way, like sensing magic in the air. As far as outright Detect Magic, though, I've already got that in my spell effects list, with more detail and functions than you would reasonably have through just lore familiarity.

This reminds me of a note regarding evidence I forgot to put at the end of that post, though, I'll have to do that now.

:tops: That would be a very new twist on most games that are purely visual and auditory. Maybe just an "Observe"/"Investigate"/"Perception" Skill would suffice, the better you are at it the more observant you are. If yours is high enough you could get abilities like being able to track footprints, smelling something in the air, feeling that a wooden board will probably break if you step on it. It would also work in dialogue:

[Perception] "I see there's some blood on your shirt."

NPC Response: ... Perhaps you've gotten too good at your job, Initiate.

[Perception] "Do I smell cookies...?"

NPC Response: "Ah, yes, I was making some for the party this Lorendas. Care to join us?"

Stuff like that. :P

Certainly. Adding selectable categories like "By Subject/Letter" to a text list is hardly new or difficult technology at this point, so I would hope to see it. In conversation, back when I went over dialogue systems, you could simply press a small button in the window (like the little X in the corner of many things) to open your keywords list to drag things back and forth from your options in conversation. That way you could have subjects you'd talk about regularly there for easy access, and the list as a whole would only be as dense as you want it to be.

Oh wow, that'd work really well and Devs wouldn't have to worry about having too much of a cluttered screen, since the people playing the game could control that. :)
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ANaIs GRelot
 
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Post » Fri Feb 18, 2011 9:05 pm

NPCs increase in rank and do missions also.

More NPC speech diversity, I don't want to go to the mages guild and hear 2 people saying that the other was right and that this could revolutionise conjuration without finding out what it is they are talking about.
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Leilene Nessel
 
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Post » Sat Feb 19, 2011 11:45 am

I wish that the fast travel system could also have a fast barter/ training system. You could select the town you want to travel to, and a menu pops up. You can select to be instantly transported to a shop or trainer when you want to quickly get rid of your loot or level up. Those 2 things about rpg's always annoyed me at how repetitive they got.
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ImmaTakeYour
 
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Post » Sat Feb 19, 2011 5:25 am

I wish that the fast travel system could also have a fast barter/ training system. You could select the town you want to travel to, and a menu pops up. You can select to be instantly transported to a shop or trainer when you want to quickly get rid of your loot or level up. Those 2 things about rpg's always annoyed me at how repetitive they got.

I'm putting on my flame-retardent gear, for a safety measure. :blink:

Fast-Travel doesn't generally go well here, I'd try to keep the suggestions of an even faster travel at a minimum.

Traveling can be fun though, it's just a tricky thing to get right. Personally, I'd like a traveling system with things like being able to ride a carriage or a boat to a town in real-time, with the option of fast-traveling too. So you can go all-out fast-travel, or slow down and enjoy the scenery. :)
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Tammie Flint
 
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Post » Sat Feb 19, 2011 12:30 am

How about the fast travel system in daggerfall? I thought that was a fairly good idea. It's kind of cool to have to spend money at taverns at night since it adds realism. It also motivates you not to travel in the dark since it is much more dangerous.
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Sarah Bishop
 
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Post » Sat Feb 19, 2011 11:02 am

How about the fast travel system in daggerfall? I thought that was a fairly good idea. It's kind of cool to have to spend money at taverns at night since it adds realism. It also motivates you not to travel in the dark since it is much more dangerous.

I think adding something like that would work fine. (Since I'll almost definitely be walking anyway. :D)
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~Amy~
 
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Post » Sat Feb 19, 2011 9:26 am

I think adding something like that would work fine. (Since I'll almost definitely be walking anyway. :D)


for me!!!! the fast travel system in oblivion worked perfect. if ive already been there, if ive already fought my way there, if i only want to quickly get rid of the junk ive just picked up along the way, and then return exactly where i left off, or the closest place to where i was last. why in the world would i want to take a half an hour or longer to accomplish this? thats one of the complaints that myself and many many others had about morrowind. travel was tedious. so yes please give us both systems or a realism options menu. where we can select the things that we like and dont like. for the sake of our own enjoyment and "immersion".
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Chenae Butler
 
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Post » Sat Feb 19, 2011 9:45 am

Fast travel is quite good, and it was a failure of Morrowind that they forgot to include it. There are better ways of doing it than what Oblivion did, and they need to be re-implemented.
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Brooke Turner
 
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Post » Sat Feb 19, 2011 1:02 am

if ive already been there, if ive already fought my way there, if i only want to quickly get rid of the junk ive just picked up along the way, and then return exactly where i left off, or the closest place to where i was last. why in the world would i want to take a half an hour or longer to accomplish this?

Because you don't have a portable merchant you can call on command, so shouldn't be able to "instantly" sell your loot after getting out of a long-lost ruin in the middle of the wilderness. If you have that, you might as well take the next step and remove encumbrance. It would be different if there was more emphasis on time passing and "fast travel" wasn't so favorable with the amount of time such a trip would actually take, though. With the way fast travel was in Oblivion, it was actually more like a cheat and a spoiler... it's an instant teleport+time manipulation to plot points, instead of simulated travel to known areas.

For instance, you could be down in Leyawiin and be over-encumbered, take a swig of a 1-second feather potion, then fast travel to Cloud Ruler Temple, and you make it there with no issue. That's essentially cheating. I'd also think I wasn't the only one that noticed how Kvatch's fast travel icon was conspicuously placed in an odd location away from the city itself.. so when you get the quest to go to Kvatch, the game pretty much told you something happened with the city. Would've been nicer if we didn't get shown that until we actually got there and saw for ourselves.


As for another idea/suggestion.. I wouldn't doubt it's been brought up before, but I'd like to see more failable quests. I don't mean a quest just aborting once you do something wrong or a character gets killed, but have an actual path of failure with consequences. Some quests were like this in Oblivion, though the majority were unfailable (ie. just remain in a perpetual state of incompleteness as long as you're not doing what you're tasked with), or just abort on a bad thing happening (where the only consequence is losing the reward, which was entirely optional in the first place). I'd also like more options to stop participation in an active quest, with appropriate consequences.

For example, in Oblivion I started the Sanguine quest to get his artifact for another quest, but before I actually completed it, I got something else I could use and no longer needed it. The actual task is not something my character really wants to do, and despite the related event happening the day after I got tasked with the quest, the event is still going on weeks/months later, waiting for me to complete it, which I don't want to do anymore. Instead, the quest should fail after the allotted time passes, and the character should get punished.
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Joie Perez
 
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Post » Fri Feb 18, 2011 9:23 pm

Levitation spells.
Teleport spells but no fast travel.
You have to have a certain intelligence/willpower level to use spell scrolls. Possibly Half the level you need to cast the spell normally.
Have a more gradual levelling effect. Certain areas have stronger monsters but all monsters are harder to kill at the start and slowly the more dominant animal takes over surrounding areas. They are then in turn taken out by Humans or invading animals. Creatures move area if they deplete the food and drink resources.
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hannah sillery
 
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Post » Sat Feb 19, 2011 4:30 am

They could make it so that Fast Travel is something that is not usable when you use hardcoe mode assuming that they are going to try it out in TES V.
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chirsty aggas
 
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Post » Sat Feb 19, 2011 3:08 am

Make it available on mac.

Children (or an explanation behind their absence). Schools. Hospitals.

Bigger towns/cities.
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xemmybx
 
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Post » Fri Feb 18, 2011 10:59 pm

I've got something of an idea. How about making alchemy awesome by having all alchemy effects be different and separate from the magical ones, and vice versa. There's a levitation spell? Then there's no levitation potion. There's a purification potion? Then no spell for that. Having potions act as another type of spell scroll is fairly lame.

Also, using things like diamonds or emeralds in your potions? Are you trying to make your butt bleed? None of that.
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Joanne
 
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Post » Sat Feb 19, 2011 6:08 am

i always thought of my self not onley being rich but really strong carrying around whit 100k septims or more in my bagback
so my thoughts are why not make a septim/money reputation system that when you get more then 500 septime you cant carry any more gold but you can go to the next closes merchant guild
and invest you money for merchant fame that can be use like credits in that same city or area



I just think of it as carrying around higher denominations of coin.

Just because you have a million dollars doesn't mean you're carrying around one-million one-dollar bills.
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Emma Parkinson
 
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Post » Fri Feb 18, 2011 8:59 pm

Because you don't have a portable merchant you can call on command, so shouldn't be able to "instantly" sell your loot after getting out of a long-lost ruin in the middle of the wilderness. If you have that, you might as well take the next step and remove encumbrance. It would be different if there was more emphasis on time passing and "fast travel" wasn't so favorable with the amount of time such a trip would actually take, though. With the way fast travel was in Oblivion, it was actually more like a cheat and a spoiler... it's an instant teleport+time manipulation to plot points, instead of simulated travel to known areas.


well were talking about a video game. like i said. i dont want to waist my gaming time. traveling to a place 10 times, because along the way i found something cool that i wanted to check out. and while checking this place out. i found a bunch of stuff to sell. haha its certainly not instant. you still have to go to the merchant, and then travel back to where you left off. and is in real time game wise. it just speeds things up. if i already saw the scenery once, and explored along the way. in a video game...i dont want to look at the same place over and over again. there is nothing new, each time you pass by. its all the same.



Also, using things like diamonds or emeralds in your potions? Are you trying to make your butt bleed? None of that.


hahahha the dust man. you use the dust. when using minerals in alchemy you crush them into powder.
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Joanne Crump
 
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Post » Sat Feb 19, 2011 2:14 am

hahahha the dust man. you use the dust. when using minerals in alchemy you crush them into powder.
How do you crush diamonds again? :P
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candice keenan
 
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