TES V Ideas and Suggestions #185

Post » Sat Feb 19, 2011 1:07 am

what about the possibility of selling the construction set to PC and on CONSOLE as an addon so we could trade things like on little big planet. that way some basic mods (like castles, weapons, or other things like that) can be available on consol.
maybe they could make it so if you want to add content to the world it has to go through a quick modcheck to make sure it keeps things within the games original rating

Please don't tempt them to sell the construction set. Second, mods being on the consoles or not is the decision of the console makers, NOT Bethesda (I feel like that should be stickied by now).
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Petr Jordy Zugar
 
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Post » Sat Feb 19, 2011 5:06 am

I know this has been talked about a lot on the forums, but a few battle sequences would be cool for the game. But it wouldn't involve too many npc's. The devs would focus on low-poly armies fighting in the distance, and when you are in the battle the draw distance would be really small to act as dirt being kicked up into the air.

To further help in reducing AI frustration, the npc's would be 'animated' fighting one on one(like when you see fighters practice punching each other in oblivion)That way they wouldn't get in the way of your sword. They would dodge and block as they trade off blows from each other. You can ignore them as you move through the battle or you can kill everyone. Their main purpose is just to create that disbelief feel.

Also you could have unique animations of soldiers crawling on the ground wounded.


Or Bethesda could get off it's ass, hire more talent, and build an engine that could support large battles.
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Jason King
 
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Post » Sat Feb 19, 2011 6:26 am

Or Bethesda could get off it's ass, hire more talent, and build an engine that could support large battles.

bethesda has more talented devs than just about any other company. and since they've been spending so long on this 'project' I expect it to be UBERRRRRRRRR
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Brandon Wilson
 
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Post » Sat Feb 19, 2011 4:36 am

I think that the Elder Scrolls games should have in-game holidays and festivals. It does a lot to make World of Warcraft feel alive when I can perform holiday quests and see jack-o-lanterns and christmas trees everywhere during certain time periods. Elder Scrolls should do the same with its in-game calendar. Just make sure to TESify the holidays more than Blizzard WoW-ified them.
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cassy
 
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Post » Sat Feb 19, 2011 7:26 am

I think that the Elder Scrolls games should have in-game holidays and festivals. It does a lot to make World of Warcraft feel alive when I can perform holiday quests and see jack-o-lanterns and christmas trees everywhere during certain time periods. Elder Scrolls should do the same with its in-game calendar. Just make sure to TESify the holidays more than Blizzard WoW-ified them.

Certainly, the Radiant AI schedules must be as loose as possible with random events, holidays and festivals just to break its boredom. AI needs wandering mode more than robotic schedules.
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Michelle Chau
 
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Post » Fri Feb 18, 2011 9:44 pm

I think that the Elder Scrolls games should have in-game holidays and festivals. It does a lot to make World of Warcraft feel alive when I can perform holiday quests and see jack-o-lanterns and christmas trees everywhere during certain time periods. Elder Scrolls should do the same with its in-game calendar. Just make sure to TESify the holidays more than Blizzard WoW-ified them.

Daggerfall had holidays, and although they have little/no relation to Real life, ones, they were quite epic.
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Amie Mccubbing
 
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Post » Fri Feb 18, 2011 11:58 pm

Certainly, the Radiant AI schedules must be as loose as possible with random events, holidays and festivals just to break its boredom. AI needs wandering mode more than robotic schedules.

I agree. I wish that NPCs would actually consume the food in their homes and have to go buy/harvest more of them, go visit other NPCs like family in other cities, etc. Basically just realistic activity within the limits of the game's technology.


On another note, Beth should fix the game's ability to share the computer.
After playing WoW for a few hours, I opened up Oblivion for a bit, and decided to alt-tab out to check the wiki for a moment. Big mistake, because Oblivion stopped functioning when I came back to it. I was used to WoW's great computer sharing capability, and so absent-mindedly assumed I could do the same with Oblivion despite having made the same mistake beforehand. The same thing usually happens when I play Morrowind as well.

This is my least favorite performance issue with Morrowind and Oblivion. I shoudl be able to alt-tab between firefox and Oblivion effortlessly, WoW was able to do it a whole 2 years before Oblivion was even released.
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Soph
 
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Post » Sat Feb 19, 2011 1:39 pm

Daggerfall had holidays, and although they have little/no relation to Real life, ones, they were quite epic.
Yeah, they might as well give the holidays some lip service if they can't actually show them going on in the game. Put a book in there for holidays of the area.
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Ridhwan Hemsome
 
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Post » Sat Feb 19, 2011 1:13 pm

Holidays were actually coded into Oblivion at some point (I found references to them in the CS), but I guess there was a problem with implementation or something :shrug:
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Thomas LEON
 
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Post » Fri Feb 18, 2011 10:11 pm

Holidays were actually coded into Oblivion at some point (I found references to them in the CS), but I guess there was a problem with implementation or something :shrug:
Word was at the time that holidays in Oblivion were going to be the first dlc.
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Juanita Hernandez
 
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Post » Sat Feb 19, 2011 9:40 am

What would need to be done is have different damage effects, make cuts, piercing wounds and blunt injures actually differ from each other. Different armoring has different protection values against each other.

See this Bethesda? This is what would really improve your games. We've been talking about it for so long, and other games have done it well.
http://img685.imageshack.us/img685/5274/armorf.png <- animal claws do tearing damage, while slashing damage is made by swords and piercing by arrows/spears. Notice the hit locations. Perfect system I'd like to see in every CRPG from this day forward.
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Stryke Force
 
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Post » Fri Feb 18, 2011 9:10 pm

A wish of mine, is enough with the loading screens! when u are walking through a house it doesnt need to load through every door!!!
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Alina loves Alexandra
 
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Post » Sat Feb 19, 2011 1:49 am

A wish of mine, is enough with the loading screens! when u are walking through a house it doesnt need to load through every door!!!

Yay, good thing it doesn't do that now.
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Cedric Pearson
 
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Post » Sat Feb 19, 2011 6:26 am

A wish of mine, is enough with the loading screens! when u are walking through a house it doesnt need to load through every door!!!


Well, no matter what the game is going to be loading the information needed. But a streaming technology capable of handling open-world interiors would be nice.
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Lizzie
 
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Post » Sat Feb 19, 2011 2:10 am


[snip]

5. Better rewards for finishing the Main Quest


This made me laugh, because it's what I thought once I finally got the armor.

"Oh, well... thanks for the Imperial Dragon Armor. It will look nice... on my shelf" :shakehead:
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Brad Johnson
 
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Post » Sat Feb 19, 2011 5:10 am

bethesda has more talented devs than just about any other company. and since they've been spending so long on this 'project' I expect it to be UBERRRRRRRRR


...and yet they admit they haven't mastered ladders. Hmm...

I get the impression that they are perfectionists, but only in certain situations. For instance, they haven't been able to make ladders, something that almost every single game has had. Are they just unhappy with how it looks? Do they realize it will make people want to be able to climb again? I think they had the same attitude about horse combat. It's not that they can't do it, it's just they can't do it to the specifications that they prefer. But I would rather have crucial features like that included at any level.

I really would like to see a more "realistic" take on combat. I just hate that even guys wearing no armor and blocking swords with their hands take more than 2 hits to kill. Or when you knock an opponent who is armored down, you should do similar damage to a sneak attack. It shouldn't take 20 arrows to kill anything except maybe an elephant. Locational damage (This automatically gives a realistic advantage to mounted warriors, without having to give them some kind of arbitrary bonus, and is part of the reason why having the high ground is an advantage. Your opponent can only attack your legs, but you can easily strike their head/neck/chest because you are positioned above them)

Basically, I want to run into a group of three guys. I parry the first guys blow, then slash him across the chest. He is unarmored, and goes down. The second guy has closed too quickly behind his friend and cannot swing his weapon before I smash his nose with my hilt. Although still quite alive, he falls backward, dazed. The third guy comes in high over head, I dodge to the side and swing my blade to intercept. He swings back, our blades catch, I shove up, opening his stance, and thrust quickly into him. The dazed man is back now. If he AI is good, he may look at his dead companions before running. If not, I will trade a few more blows before bringing my sword in an overhead strike that cleaves his skull. This has all happened in 10 seconds or so.

PS, Killing blows, unless they are severing limbs, should only "pass through" the bodies if they are slashes (the first guy in the example above) thrusts and chops should stop, mid body, and a "pull out" animation should play.
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Ymani Hood
 
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Post » Sat Feb 19, 2011 6:34 am

I love all the customization that I can do to my character's features, but beyond things like the actual direction of their nose and such. 0_o

I'd like to be able to give my character tattoos or piercings. I'd like to be able to change the color of their hair and/or fur within reason (pink Khajiit would be just plain weird, but similar colors to cats? That would be awesome.
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louise hamilton
 
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Post » Sat Feb 19, 2011 5:51 am

Don't include that damned Grey Fox in the next game, thats my suggestion!
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Kat Ives
 
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Post » Sat Feb 19, 2011 10:49 am

Alright, after playing some New Vegas, I must say: TESV better not have this many invisible walls.

Fallout 3 was bad enough with all the invisible walls segmenting downtown DC, but NV might be even worse, with many of the mountains littered with them.

Invisible walls strike right at the heart of the TES experience: immersion

Any sense of immersion gets destroyed the second your character runs into a contrived invisible barrier some evil programmer put in your way. It's one thing for actual map boundaries (that I can understand), but within the map, if the geometry doesn't actually make it impossible to progress, there better not be some invisible wall blocking me off. That is flat-out game breaking, imo.
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Antony Holdsworth
 
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Post » Sat Feb 19, 2011 4:19 am

Any sense of immersion gets destroyed the second your character runs into a contrived invisible barrier some evil programmer put in your way. It's one thing for actual map boundaries (that I can understand), but within the map, if the geometry doesn't actually make it impossible to progress, there better not be some invisible wall blocking me off. That is flat-out game breaking, imo.

hell, the map boundries too. Province boundries move around a bit every game anyways: the devs should make sure that EVERY border is a mountain rang/river/natural boundry that either automatically kills you or impedes your movement forward BELIEVABLY. not "You cannot go that way, turn back"
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Lou
 
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Post » Sat Feb 19, 2011 10:47 am

Why not just have randomly generated terrain instead of borders? Once you reach the "end" you'd get a loading screen. The game would then duplicate an area corresponding to the environment at the same longitude, and you would basically walk forever, with the occasional loading screen (if our course there are any load screens.) It's essentially what Morrowind had, it's just that with water it's easy to generate more terrain as it is essentially a 2D surface (I never looked at the ocean floor whenever I swam out that far)

Obviously there would also be random NPC and creature spawns. People would either get killed or bored of walking nowhere, and would turn back. What I would like to see, is that you have to walk back the same distance through generated terrain that you walked forward. I believe in Morrowind you could swim (infinity) yards out passed shore, but would always only have to swim back a set amount, whatever the distance from the shore to the "end" of the map.
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hannah sillery
 
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Post » Sat Feb 19, 2011 1:04 pm

In Farcry 2 if your character ever walked past the boarder, he would start getting dizzy then pass out from the heat of the dezert, and wake up back within the boarder. I realy liked that.
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Katie Louise Ingram
 
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Post » Sat Feb 19, 2011 2:17 am

In Farcry 2 if your character ever walked past the boarder, he would start getting dizzy then pass out from the heat of the dezert, and wake up back within the boarder. I realy liked that.

I agree that Far Cry 2 handled this well. A similar technique Beth could use would be to have a dense fog gradually roll in, then you pass out and wake up back within the map's borders.
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jeremey wisor
 
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Post » Sat Feb 19, 2011 11:16 am

I'd like to see the barter interface be improved. After playing Dragon Age, I felt frustrated when I got back to Oblivion.

1) I liked the side-by-side panes to see both the merchants assets, as well as the PC's (found in Dragon Age and IIRC, Morrowind)

2) I liked the 'compare' function of Dragon Age's inventory system. Being able to see multiple items and their stats on a single screen was convenient

3) I like the way both Oblivion and Dragon Age handle the inventory/barter screen, in that the items are categorized and listed in different tabs for easy navigation/searching


Drawing inspiration from another game, Red Dead Revolver, I would like to see some sort of minimap or some kind of overland icon/signal for spotting plants/ingredients, dead bodies and weapons. I can't tell you how many times I killed a bandit or other NPC and could not for the life of me spot the weapon that they dropped.

To an extent I like Oblivion's environment and immersion, but I have to go with Dragon Age's feature that makes interactive objects glow/shine.

If you feel this breaks the game's immersion, I would also bring up that a new skill or trait called "survival" or "perception" could handle the characters ability to see these objects.
The higher the skill, the farther away you can spot things. And have the game calculate each individual item's difficulty of being spotted based on distance, light, etc.



I also think an in-game Codex (again bringing up Dragon Age, lol) would be a huge plus.


Make the compass (that thing that breaks immersion for some, whatever), an in-game item with varying effectiveness. Things would appear on the compass (plants appear as green arrows, enemies red, passive NPC's blue, chests/items gold, etc). Compasses would work off of the Survival skill. A low Survival skill and a poor/cheap compass wouldn't reveal markers until the PC is very close and also randomly deviate in WRONG directions. You could follow the compass, but if you have low Survival an a cheap compass, you may not actually find what your looking for.


And of course I'd like to see Speechcraft/Mercantile play a larger or significant role. In Dragon Age, putting levels into the Coercion skill was actually worth-while for the player.
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Abi Emily
 
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Post » Fri Feb 18, 2011 9:49 pm

I'd like to see the barter interface be improved. After playing Dragon Age, I felt frustrated when I got back to Oblivion.

1) I liked the side-by-side panes to see both the merchants assets, as well as the PC's (found in Dragon Age and IIRC, Morrowind)

2) I liked the 'compare' function of Dragon Age's inventory system. Being able to see multiple items and their stats on a single screen was convenient

3) I like the way both Oblivion and Dragon Age handle the inventory/barter screen, in that the items are categorized and listed in different tabs for easy navigation/searching


Drawing inspiration from another game, Red Dead Revolver, I would like to see some sort of minimap or some kind of overland icon/signal for spotting plants/ingredients, dead bodies and weapons. I can't tell you how many times I killed a bandit or other NPC and could not for the life of me spot the weapon that they dropped.

To an extent I like Oblivion's environment and immersion, but I have to go with Dragon Age's feature that makes interactive objects glow/shine.

If you feel this breaks the game's immersion, I would also bring up that a new skill or trait called "survival" or "perception" could handle the characters ability to see these objects.
The higher the skill, the farther away you can spot things. And have the game calculate each individual item's difficulty of being spotted based on distance, light, etc.



I also think an in-game Codex (again bringing up Dragon Age, lol) would be a huge plus.


Make the compass (that thing that breaks immersion for some, whatever), an in-game item with varying effectiveness. Things would appear on the compass (plants appear as green arrows, enemies red, passive NPC's blue, chests/items gold, etc). Compasses would work off of the Survival skill. A low Survival skill and a poor/cheap compass wouldn't reveal markers until the PC is very close and also randomly deviate in WRONG directions. You could follow the compass, but if you have low Survival an a cheap compass, you may not actually find what your looking for.


And of course I'd like to see Speechcraft/Mercantile play a larger or significant role. In Dragon Age, putting levels into the Coercion skill was actually worth-while for the player.

A codex? the games give you more lore through books than just about any game with a codex (meaning bioware's) has.
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Tiffany Castillo
 
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