TES V Ideas and Suggestions #185

Post » Sat Feb 19, 2011 11:26 am

(pink Khajiit would be just plain weird, but similar colors to cats? That would be awesome.

Alteration magic could allow you to change skin/fur color... or at least illusion. Or maybe just use dye? It would be like a giant tattoo that covers your entire body.

... a pink orc would be awesome. Or an Argonian. ... Or anything.
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mollypop
 
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Post » Sat Feb 19, 2011 9:54 am

IMO add cutscenes. Srsly, I'm tired as hell of getting stuck at then of The Ultimate Heist. It makes me want to punch somebody when they're done talking, and I can't move
Also, add liquid physics, like submerging a bucket in water would pull water out of the body it came from and make the bucket heavier.
Another thing, add combustion and flammable substances. I REALLY want to make a molotov cocktail and pelt the nearest Bandit wearing Fur armor with it. Make wood buildings burnable too.
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jessica sonny
 
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Post » Sat Feb 19, 2011 9:22 am

Armor.

In TES:O, there were very few armor options. There was a clearly defined set of 'best' items to wear as armor(and weapons). Whether the character was a 2H wielding mele fighter, a sneaky assassin, or a mage, Daedric armor was always best. If I wanted to clothe my archer in something more immersive than spiky plate, I'd have two options; fluorescent green elvish armor or statless leather. In TESV, I'd like to be able to clothe my characters in something that not only provides protection from the baddies I'm killing but also looks character appropriate.

There needs to be some way to make lighter armor types more viable. The encumbrance difference is easily overcome and is ineffective at giving light armor value over Daedric plate. Armor type should factor into stealth bonus damage, bow accuracy, fatigue, and mana usage. Heavy armor could slow mana regen and increase the cost of casting spells, while cloth and leather would better facilitate the movements needed for spell casting.

I'm not a game designer so ^ are definitely not the best/ only ways to give light armor value. These are just a starting point for what I hope will become a conversation.


Also, unrelated to armor, damage dealt according to the body part effected would be nice. I don't want to keep fighting someone after I cut their face off ya know?


If I'm talking out of my ass here it's because I haven't played TES:O in quite some time. I think my memory of the game is accurate enough though, so I'll stand by my opinionions until they are corrected. Also, if someone could explain to me how these suggestion threads work. I don't understand how posts are both supposed to suggest things and be relevant to the previous posts.


Adding to this I thought it would be cool if you could create your own armor. I liked at the end of the MQ where you got a new type of armor, but the fact that it wasn't that good along with it basically being the same as the Imperial Armor just with a different texture and design. I think it would be nice if you could unlock the ability to go to a blacksmith and have him create a custom piece of armor. Maybe make it so you have to harvest leather, steel, iron, etc, depending on your armor choice or you just buy it from him. But I would like the ability to mix and match different armor styles, like a custom piece for each section (chest, pauldrons, and forearm armor. Then for greaves, gauntlets, boots, and helmets same deal. Also adding insignias would be cool, especially if they had some type of multiplayer or co-op, so you and another player can represent the same faction.
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luis ortiz
 
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Post » Sat Feb 19, 2011 1:00 am

Adding to this I thought it would be cool if you could create your own armor. I liked at the end of the MQ where you got a new type of armor, but the fact that it wasn't that good along with it basically being the same as the Imperial Armor just with a different texture and design. I think it would be nice if you could unlock the ability to go to a blacksmith and have him create a custom piece of armor. Maybe make it so you have to harvest leather, steel, iron, etc, depending on your armor choice or you just buy it from him. But I would like the ability to mix and match different armor styles, like a custom piece for each section (chest, pauldrons, and forearm armor. Then for greaves, gauntlets, boots, and helmets same deal. Also adding insignias would be cool, especially if they had some type of multiplayer or co-op, so you and another player can represent the same faction.


adding with your idea i mean getting the items could be done, in TeS:O they had mining ores and pics(useless) but with this feature it will be great.
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Sudah mati ini Keparat
 
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Post » Sat Feb 19, 2011 12:56 am

Well personally I hope to god that it is not a mmo, but anyway I want more races and more factions. I don't know what category this would fall in but I want werewolves, vampires, and of course lichs. All of which you can become.

=)
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Elisabete Gaspar
 
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Post » Sat Feb 19, 2011 12:19 am

adding with your idea i mean getting the items could be done, in TeS:O they had mining ores and pics(useless) but with this feature it will be great.


Also it would be cool if it was part of the armorer stat, where you could actually get high enough level to be able to do it yourself. It would be similar to a Enchantment Altar, where you could interact with it and add the necessary metals/materials to be able to create your armor. But I think this should be separate from enchanting, so the Armorer Station would only be for creating armor and one would have to then go to an Enchantment Altar to add special abilities.
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Heather M
 
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Post » Fri Feb 18, 2011 10:37 pm

Well personally I hope to god that it is not a mmo, but anyway I want more races and more factions. I don't know what category this would fall in but I want werewolves, vampires, and of course lichs. All of which you can become.

=)


Yeah although I wouldn't mind an MMO, I think it would be awesome to at least have a co-op feature. The games that did this best were Saint's Row 2 and Borderlands. They should give you the ability to play with a friend, maybe up to 4. All the XP, gold, and loot that you grab would transfer over, but the quests and NPC's (killed, etc) would stay in that person's game, so you can't mess up your own game. Like in Saint's Row, they gave you the ability where if you completed a mission in co-op, you could either skip it or redo it in your own game, this added a nice option for those who want to do it on their own or if you don't want to do it again.

I just think about how much fun Oblivion was and I imagine how much more fun it could have been if I had a few friends playing with me. Of course, friendly fire would need to be an option.
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Honey Suckle
 
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Post » Sat Feb 19, 2011 3:40 am

Yeah although I wouldn't mind an MMO, I think it would be awesome to at least have a co-op feature. The games that did this best were Saint's Row 2 and Borderlands. They should give you the ability to play with a friend, maybe up to 4. All the XP, gold, and loot that you grab would transfer over, but the quests and NPC's (killed, etc) would stay in that person's game, so you can't mess up your own game. Like in Saint's Row, they gave you the ability where if you completed a mission in co-op, you could either skip it or redo it in your own game, this added a nice option for those who want to do it on their own or if you don't want to do it again.

I just think about how much fun Oblivion was and I imagine how much more fun it could have been if I had a few friends playing with me. Of course, friendly fire would need to be an option.


ESV will not be an MMO. BGS has stated that they do not make MMOs. Any MMO would likely be produced by Zenimax, ...and rumours of such a game do exist. But that will not be ESV.

I, personally, don't want anyone jacking with my game. I don't play MMOs and I doubt I ever will.
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Mark Churchman
 
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Post » Fri Feb 18, 2011 10:16 pm

ESV will not be an MMO. BGS has stated that they do not make MMOs. Any MMO would likely be produced by Zenimax, ...and rumours of such a game do exist. But that will not be ESV.

I, personally, don't want anyone jacking with my game. I don't play MMOs and I doubt I ever will.


I'm not pushing for an MMO, I would like ESV to be co-op. I barely even mentioned MMO, I don't understand why that's the only part of my post you commented on.
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Far'ed K.G.h.m
 
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Post » Sat Feb 19, 2011 6:53 am

I'm not pushing for an MMO, I would like ESV to be co-op. I barely even mentioned MMO, I don't understand why that's the only part of my post you commented on.


I wasn't flaming. Sorry if it sounded so. I was just clarifying the fact so as to prevent posts along that line. I'm fairly certain that co-ops are out as well. No offense meant.
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Raymond J. Ramirez
 
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Post » Sat Feb 19, 2011 12:21 pm

I wasn't flaming. Sorry if it sounded so. I was just clarifying the fact so as to prevent posts along that line. I'm fairly certain that co-ops are out as well. No offense meant.


No offense taken. If co-op is out, then while I'm a little disappointed, a new ES game is going to be incredible as a single player game. I'm just waiting for that announcement, when we will finally start getting some real info.
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Jenna Fields
 
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Post » Sat Feb 19, 2011 5:48 am

Personally I'd love to see the character have a impact in the game mechanics such as if he or she trade solely with one town that has been negelted economically the town should start to proposed and expand. Obviosly know the a small village isn't going to grow into the imperial city but it should start becoming a larger village or a small town itself.
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Vicki Blondie
 
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Post » Sat Feb 19, 2011 3:24 am

Not sure if this has been mentioned, but many items in the game are so overvalued that it doesn't make any sense. For example, in Morrowind, a Deadric Dagger is worth 10,000 septims, but no one has even close to that, unless you find the built in cheat. And the dagger was one of the less expensive items. If it were real life you would never sell an item like that for 5,000 just because that's the best price you could get... you'd hold onto it until some collector or what not would come along to give you an even better price.

I guess I'm saying that I think the economic system should be worked out. It just needs to make sense. Don't put a price tag on something that is so unbelieveably overpriced that it can't sell.
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Farrah Lee
 
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Post » Sat Feb 19, 2011 12:56 pm

Not sure if this has been mentioned, but many items in the game are so overvalued that it doesn't make any sense. For example, in Morrowind, a Deadric Dagger is worth 10,000 septims, but no one has even close to that, unless you find the built in cheat. And the dagger was one of the less expensive items. If it were real life you would never sell an item like that for 5,000 just because that's the best price you could get... you'd hold onto it until some collector or what not would come along to give you an even better price.

I guess I'm saying that I think the economic system should be worked out. It just needs to make sense. Don't put a price tag on something that is so unbelieveably overpriced that it can't sell.


Second this -- I always thought it was weird how I had to sell a daedric dagger and a daedric cuirass for the same amount of money just because the merchant had a max amount to spend on one item. This system doesn't make sense, as they have unlimited amounts of money anyway.... better to have it like in Fallout, where the merchant has a set amount of caps to spend and runs out if you sell much. The merchants would have to restock way more often than in Fallout, though. There's no point for my high level character to scavenge at all there - since no one has anything worth trading the loot for!

As mentioned, merchants that have a healthy business should get benefits like more money in stock and more items to trade. If you trade a lot with one merchant, that dude should get rich by selling your wares other places -- that's what they do, after all - they're merchants!

The devs could take this even further, though. Wares that there's a high demand for will have higher prices, while wares that are oversupplied in the market will have lower than normal prices --- so if you go sell a thousand daedric armors in a town over time, you won't fetch as much money for the last one as the first, cause people've got plenty of armors and don't wanna pay a lot for more.

There's plenty of stuff like that to do -- but I really don't think economics is the most interesting part if an RPG, so I'd rather not that the devs spend all their precious time on this :P
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Racheal Robertson
 
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Post » Sat Feb 19, 2011 12:34 am

Second this -- I always thought it was weird how I had to sell a daedric dagger and a daedric cuirass for the same amount of money just because the merchant had a max amount to spend on one item. This system doesn't make sense, as they have unlimited amounts of money anyway.... better to have it like in Fallout, where the merchant has a set amount of caps to spend and runs out if you sell much. The merchants would have to restock way more often than in Fallout, though. There's no point for my high level character to scavenge at all there - since no one has anything worth trading the loot for!

As mentioned, merchants that have a healthy business should get benefits like more money in stock and more items to trade. If you trade a lot with one merchant, that dude should get rich by selling your wares other places -- that's what they do, after all - they're merchants!

The devs could take this even further, though. Wares that there's a high demand for will have higher prices, while wares that are oversupplied in the market will have lower than normal prices --- so if you go sell a thousand daedric armors in a town over time, you won't fetch as much money for the last one as the first, cause people've got plenty of armors and don't wanna pay a lot for more.

There's plenty of stuff like that to do -- but I really don't think economics is the most interesting part if an RPG, so I'd rather not that the devs spend all their precious time on this :P
They can help this if they bring back the letters of credit and bank loans, so the shop owner could take out a loan to buy the item from you if he has to, but he would haggle the crap out of you if that was the case. The banks should make loans to you based on your reputation, and give you a small increase percentage in your savings account.
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XPidgex Jefferson
 
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Post » Sat Feb 19, 2011 7:26 am

They can help this if they bring back the letters of credit and bank loans, so the shop owner could take out a loan to buy the item from you if he has to, but he would haggle the crap out of you if that was the case. The banks should make loans to you based on your reputation, and give you a small increase percentage in your savings account.


With the amount of loot my characters bring in, I'd BE the bank before long :P
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naome duncan
 
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Post » Fri Feb 18, 2011 11:41 pm

On the subject of economics, I'd like it if the merchantile skill effected how likely it is you will know the value of an item. It kind of effect my immersion whenever my level 3 barbarian knows the value of a never-before-seen daedric dagger on sight. Maybe price ranges would work, so you'd have a more accurate estimate of the value of an item if you had a higher merchantile skill.
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Bird
 
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Post » Sat Feb 19, 2011 1:47 am

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:


Personally I wish they had made rebuilding Kavach and becoming the count and getting the Dragon Armor as the bonus.
I saved the entire empire single handedly and all I get is some armor that is worse than what I am already wearing WOW!!!
In TESV make the reward big enough that I want to redo the main Quest every time I replay the game simply to get the reward
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Monika Krzyzak
 
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Post » Sat Feb 19, 2011 1:15 pm

On a seperate note I was thinking of possible expansion Packs for the next game and I would like to see the ability to return to Morrowind and Cyrodiil. As the game is likely set many years after Oblivion and even more after Morrowind the land will vave only changed a bit but the People will have changed completely. I would like to see for myself what morrowind is like now with no Tribunal and how the capital of the empire has fared without an Emperor. since most of the Land is already built for the old games these expansions would not be that difficult to make and would add a lot of land and hours of gameplay.
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Camden Unglesbee
 
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Post » Sat Feb 19, 2011 8:32 am

Personally I'd love to see the character have a impact in the game mechanics such as if he or she trade solely with one town that has been negelted economically the town should start to proposed and expand.

Talk about world revolving around the player -.-
Not what I wanna see.
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Sarah Unwin
 
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Post » Sat Feb 19, 2011 3:46 am

...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.


This. I really want it to actually look like I'm stabbing/slashing enemies when I'm attacking them with my sword. I didn't even really look like the attacks were connecting with the enemies in Oblivion.
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Damned_Queen
 
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Post » Sat Feb 19, 2011 6:48 am

Personally I wish they had made rebuilding Kavach and becoming the count and getting the Dragon Armor as the bonus.
I saved the entire empire single handedly and all I get is some armor that is worse than what I am already wearing WOW!!!
In TESV make the reward big enough that I want to redo the main Quest every time I replay the game simply to get the reward


Checking back on Kvatch to see how they're doing: "Hello citizens, working hard? I brought you some food... hey, wtf? I was out busting my ass doing shores for the emperor, fighting Deadra, a crazy wizard and whatnot, while you people didn't even made the effort to fix the tavern? Okay, screw you guys; I'm joining the dark brotherhood, lazy bums. *stab, stab, stab*"

I agree, that could've been better.
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Roy Harris
 
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Post » Sat Feb 19, 2011 12:25 am

Well to be fair, after the hit that Kvatch took, the survivors of the attack would probably be more interested in the immediacy of survival more than rebuilding. Still, it would be nice to see something happen, even if was just a line of refugees heading to the Imperial City.

I would like to see a more robust combat system (yeah, like no one's suggested that before). I do have a couple of specific suggestions on that.

First of all, location detection. It's not hard, and it can open up a lot of options. In and of itself, it may seem not to add much, some of my other suggestions would work much better with it than without. This also means that attacks will have to be altered from Oblivion, though the basic mechanics could remain the same. My suggestion would be that attacks would be mapped out as follows(based on L = left, R = right, F = forward, B = back) using a standard sword as an example:
Attack = Thrust at center
F + Attack = Thrust at head
L + Attack = Slash at body from the left
R+ Attack = Slash at body from the right
B + Attack = Thrust at legs
These movements could be combined so that, for example, F + L + Attack would give a slash from the left to the head.

Second, a further evolution of the already improved shield system. Manual blocking is a good thing, but it still isn't quite what I would like. When you are fighting with a shield, you are always blocking with it, so any body shots made from the center or shield arm side of the body should be autoblocked. Pressing the block button would then raise the shield to block head shots, while also exposing your lower body to attack, thus discouraging people from just holding down block. This would encourage offensive as well as defensive movement in a fight, as the attacker would want to get around the shield, while the defender would want to keep him on the shield side of his body.

Third, don't treat weapon parries like shield blocking. Take a cue from Mount & Blade and then evolve it. Well timed parries will block from whatever direction the opponent is attacking from, while Mistimed parries will likely be ineffective. Also, if you attack immediately after you parry, a quick strike can be made in the same area that the opponent was striking from.

Tying those two concepts together, allow for a separate shield block and parry button. There is no reason why someone cannot parry just because he is also using a shield. Plus, that would be the only way of defeating an attack coming at the sword arm side of your body.

As has been said by others before, not all types of attacks are equal, and no armor protects against all forms of attack equally. Separate categories of slashing, piercing and crushing damage would be very nice, and allow a way for armor to be categorized in a way other than "laughable", "better", "best."

That's all I've got for now. I may think of some more later.
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Cash n Class
 
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Post » Sat Feb 19, 2011 9:06 am

Perhaps if you sell a merchant an item they can't immediately afford, they could pay over time. For example, if you sell a Daedric dagger, and the merchant is just 5000 septims short, he'd pay you about 1000 a month. Or less. But then they'd have to pay interest.
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Francesca
 
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Post » Fri Feb 18, 2011 11:01 pm

Not sure if this has been mentioned, but many items in the game are so overvalued that it doesn't make any sense. For example, in Morrowind, a Deadric Dagger is worth 10,000 septims, but no one has even close to that, unless you find the built in cheat.


Three things need to happen. The prices need to change, the merchants need to have more money, and the player needs to have more money sinks (daily food, houses, servants, mercenaries)

I want to see a large difference in price between Fur and Leather armor. Or iron and steel. I want those simple armors to be something that needs to still be saved up for (when you are still a lower level)
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Jennifer Munroe
 
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