TES V Ideas and Suggestions #185

Post » Sat Feb 19, 2011 10:04 am

Welcome to TES V Ideas and Suggestions # 184

This thread is for ideas and suggestions for TES:V and future games, and to keep all the general discussion in one series of threads.

To discuss major issues, use a separate topic, such as the leveling topic.

Other general topics on this will either be closed or moved here.

Please at least try to read the previous few threads to avoid too much repetition: Note, there has been a lot of off topic and unnecessary discussion in past topics, please ensure that any posts you make in this thread are suitable to the subject being discussed. The moderators will be keeping a close eye on the content.


http://www.gamesas.com/index.php?/topic/1102208-tes-v-ideas-and-suggestions-170/
http://www.gamesas.com/index.php?/topic/1104003-tes-v-ideas-and-suggestions-171/
http://www.gamesas.com/index.php?/topic/1105916-tes-v-ideas-and-suggestions-172/
http://www.gamesas.com/index.php?/topic/1107672-tes-v-ideas-and-suggestions-173/
http://www.gamesas.com/index.php?/topic/1109526-tes-v-ideas-and-suggestions-174/
http://www.gamesas.com/index.php?/topic/1111409-tes-v-ideas-and-suggestions-175/
http://www.gamesas.com/index.php?/topic/1112090-tes-v-ideas-and-suggestions-176/
http://www.gamesas.com/index.php?/topic/1112872-tes-v-ideas-and-suggestions-177/
http://www.gamesas.com/index.php?/topic/1113694-tes-v-ideas-and-suggestions-178/
http://www.gamesas.com/index.php?/topic/1115083-tes-v-ideas-and-suggestions-179/
http://www.gamesas.com/index.php?/topic/1116332-tes-v-ideas-and-suggestions-180/
http://www.gamesas.com/index.php?/topic/1117711-tes-v-ideas-and-suggestions-181/
http://www.gamesas.com/index.php?/topic/1118847-tes-v-ideas-and-suggestions-182/
http://www.gamesas.com/index.php?/topic/1120296-tes-v-ideas-and-suggestions-183/
http://www.gamesas.com/index.php?/topic/1124472-tes-v-ideas-and-suggestions-184/
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Jessie Rae Brouillette
 
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Post » Sat Feb 19, 2011 2:21 am

I like the map in Farcry 2 , and Metro 2033. In both games when you check the map your character actually holds the map in front of your vision. And Metro has it like a clip board with notes about the objectives you have written on pieces of paper and a compas at the top of the clip board, and a lighter in the other hand to light it.
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cheryl wright
 
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Post » Sat Feb 19, 2011 1:21 pm

Daggerfall had a Mass Effect Wheel before it was called the Mass Effect Wheel. While I like that it's basically "pick topic, get response," instead of dialog trees, I think the system needs a revamp of some sort, some new dimension. I mean, if the articles from the speculation thread are to be believed, then they've already revamped most facets of the game, but I hope they've made the dialog more immersive and conductive to immediate storytelling.
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JERMAINE VIDAURRI
 
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Post » Sat Feb 19, 2011 12:53 am

Nothing from the speculation thread is to be believed. We dont even have any proof that it even exists, let alone what its about.
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Nikki Hype
 
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Post » Fri Feb 18, 2011 9:45 pm

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.
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Amy Masters
 
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Post » Sat Feb 19, 2011 11:47 am

My suggestions are the followings :

1. Like in Morrowind, it would be great to have a wide variety of light source (light (the magic thing...it was present in Oblivion), torches (also present in Oblivion), candles, lanterns, bug lamps, and all kinds of candles and lanterns).

2. Like in Morrowind, we could use A LOT of weapons like (type of weapons that are not in Oblivion) : crossbows, darts/ throwing knives/ ninja stars, spears.

3. In Morrowind, the Levitate spell was fun, but if it not in TES V it's not a problem.

4. As you did with the PS3 version of TES IV (making better graphics/skins), you could do the same with the next game and in addition to it take the time to program it for the PS3 (ok, I know it takes more time then with the Xbox360, but if you don't, the PS3 version will have more alias than the 360 version....like with all the multiconsole games). And we can't denie the fact that the PS3 has supperior graphic capability, compare to the Xbox 360 (thanks to BluRay). (It would be sad if it was just a port, like much other games...)

5. In Morrowind, the Nord had an immunity to frost (well resist 100%... that's immune), and in Oblivion he had good resistance to it, but not immunity. So for TES V, because it will be in Skyrim, could you bring it back to immune.

6. Like me, everyone alse are dreaming to just have a command box on the console versions. The console could in the menu / options, as the cheat option. The interface could be as so : (when selecting the cheat option, it would quit quit the menu screen) There would be cursor directed by left directional pad and a keyboard directed by the right one. The cursor would be used to type the letters and click on items and characters, in the player's view. The keypad would be a normal one, but one exeption... it would have an up / down button, to select previously typed codes. And the entered codes and effects would be diplayed the same way it is in Oblivion.
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Je suis
 
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Post » Sat Feb 19, 2011 9:06 am

2. Like in Morrowind, we could use A LOT of weapons like (type of weapons that are not in Oblivion) : crossbows, darts/ throwing knives/ ninja stars, spears.

As much as I'd love to have different weapon types again, so far it doesn't make any sense to have them when they all just do exactly the same.
So far it doesn't really even make sense to differ between the weapons other than close combat and ranged ones because they all the same things, take away HP. But once you have the most powerful one you can pretty much scrap everything else.

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.


And it's the same deal with magic, you could pretty much replace fire, lightning and cold spells with "reduce health" as there is no real difference in what they do, the only difference is an arbitrary immunity some creatures and characters have, but that's more like playing rock-paper-scissors than actually using magic strategically.
Have fire actually BURN things, lightning causing shocks and spasms, ice able to freeze limbs and such. Corrosion spells could actually cause large area injures as they have effects similar to acid, and material based corrosion resistance could play into this as well (Glass or Dwemer metal for example being extremely corrosion resistant).


And as so often said, have locational damage, it should differ if you hit someone in the arm or chest, especially is it was a very deep/piercing injure.
And no, locational damage does NOT mean "a hit in the head is lethal" as it would matter how hard the hit was, no a hit with an arrow would not be automatically lethal. But "instant" kills should still be possible. LD would also be a great improvement for stealthy characters as there doesn't need to be any damage modifiers for them.
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Ysabelle
 
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Post » Fri Feb 18, 2011 9:33 pm

Well, by having a lot of weapon choices, it's funner, because we can use different weapons then just sword, bow, axe...
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Mrs. Patton
 
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Post » Sat Feb 19, 2011 9:55 am

Part of the skill increase problem is that there isn't a lot of recognizable difference between skill rank 77 and 78, or any other two in there. This has to do with the measurement, as a scale of 1 to 100 really makes the transitions bland. I'd prefer to see attributes raising from 1 to 10, and skills raising from 1 to 20 or 1 to 30. With a lower system of numbers, the differences are clear and matter more. On a system of 1-20 levels of skills, I would start your primary skills at 6 or 7, your major skills at 4 or 5, your minor skills at 2 or 3, and all misc skills at 1. The breakdown of the skills indicates how quickly you learn them, so your primary skills will raise faster than your major skills, even though they won't seem like it because they start higher.

And it's the same deal with magic, you could pretty much replace fire, lightning and cold spells with "reduce health" as there is no real difference in what they do, the only difference is an arbitrary immunity some creatures and characters have, but that's more like playing rock-paper-scissors than actually using magic strategically.
They've got to remove those boring ass "damage health" spells.
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Jay Baby
 
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Post » Sat Feb 19, 2011 4:01 am

For me a few things would be
1. Skills that were in Morrowind that were removed in Oblivion put back in
2. In the Quests if a town or building is destroyed it gets rebuilt (Kavatch and the Bruma Mages guild) I disliked the permenant destruction
3. larger land mass
4. mixture of Random and Pre-built caves and Forts
5. Better rewards for finishing the Main Quest
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Jeff Tingler
 
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Post » Sat Feb 19, 2011 12:41 pm

Part of the skill increase problem is that there isn't a lot of recognizable difference between skill rank 77 and 78, or any other two in there. This has to do with the measurement, as a scale of 1 to 100 really makes the transitions bland. I'd prefer to see attributes raising from 1 to 10, and skills raising from 1 to 20 or 1 to 30. With a lower system of numbers, the differences are clear and matter more. On a system of 1-20 levels of skills, I would start your primary skills at 6 or 7, your major skills at 4 or 5, your minor skills at 2 or 3, and all misc skills at 1. The breakdown of the skills indicates how quickly you learn them, so your primary skills will raise faster than your major skills, even though they won't seem like it because they start higher.

I'd actually do the opposite and REMOVE levels, instead just have a "experience pool" for every skill and attribute that slowly fills up. You constantly improve, not just when you racked up enough points to climb one more level.
Levels are pretty much a remnant of Pen & Paper RPGs where you couldn't possibly recalculate after every fight/hit, but a computer can constantly recalculate your skills and attributes as soon as you get more "points". Like that you could have fully fluent leveling instead of stepped.

And I'd also fully remove the "major-minor-misc" skill system and instead just have your skill list. You're "primary" ones are simply the ones you leveled the most.
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Noraima Vega
 
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Post » Sat Feb 19, 2011 10:22 am

i know many of you want tons of types of weapons but its based on where your at in tamriel, i don't know much about the lore but ninja stars in Skyrim for example doesnt really deem to fit.
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Michael Russ
 
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Post » Sat Feb 19, 2011 1:14 pm

I'd actually do the opposite and REMOVE levels, instead just have a "experience pool" for every skill and attribute that slowly fills up. You constantly improve, not just when you racked up enough points to climb one more level.
Levels are pretty much a remnant of Pen & Paper RPGs where you couldn't possibly recalculate after every fight/hit, but a computer can constantly recalculate your skills and attributes as soon as you get more "points". Like that you could have fully fluent leveling instead of stepped.

And I'd also fully remove the "major-minor-misc" skill system and instead just have your skill list. You're "primary" ones are simply the ones you leveled the most.
I also want levels removed, but not skills and attributes in point values. The primary/major/minor/misc system determines your starting values and the talents of your character, I think you aren't understanding their purpose if you want to remove them.
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Facebook me
 
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Post » Sat Feb 19, 2011 12:25 pm

i know many of you want tons of types of weapons but its based on where your at in tamriel, i don't know much about the lore but ninja stars in Skyrim for example doesnt really deem to fit.

eh... Tsaesci invaders conquered much of Skyrim before being repelled at Pale's Pass.
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Elea Rossi
 
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Post » Sat Feb 19, 2011 7:24 am

i know many of you want tons of types of weapons but its based on where your at in tamriel, i don't know much about the lore but ninja stars in Skyrim for example doesnt really deem to fit.


Well, they are throwing stars, and it could fit as imported weapons.
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His Bella
 
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Post » Sat Feb 19, 2011 6:00 am

eh... Tsaesci invaders conquered much of Skyrim before being repelled at Pale's Pass.


sorry for my lack of knowledge :( i stay away from lore because i have to remember a lot in college.
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Naazhe Perezz
 
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Post » Sat Feb 19, 2011 7:41 am

I also want levels removed, but not skills and attributes in point values. The primary/major/minor/misc system determines your starting values and the talents of your character, I think you aren't understanding their purpose if you want to remove them.

First, just in case you misunderstood, I did not mean "point values" as in "add 2 points here, 3 there", it would still be the "learn by doing" method and it would not be "500 of 750 points", it would just be a pool that slowly fills more and more with no given cap. It should still be possible to demonstrate it in a 1 - 100 level system but the number itself would have no real meaning other than to show it.
And I DO understand the major minor system but the reason I'd kick it is that there should be no predetermination what you should be but just by what you DO. You'd still have a possibility to chose what skills and attributes are more leveled from the beginning but that should NOT be hard coded into what your character can become, just a starting bonus.

In that I'd also remove that you HAVE to chose your class in the beginning but rather leaving it open.
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Fanny Rouyé
 
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Post » Sat Feb 19, 2011 3:37 am

First, just in case you misunderstood, I did not mean "point values" as in "add 2 points here, 3 there", it would still be the "learn by doing" method and it would not be "500 of 750 points", it would just be a pool that slowly fills more and more with no given cap. It should still be possible to demonstrate it in a 1 - 100 level system but the number itself would have no real meaning other than to show it.
And I DO understand the major minor system but the reason I'd kick it is that there should be no predetermination what you should be but just by what you DO. You'd still have a possibility to chose what skills and attributes are more leveled from the beginning but that should NOT be hard coded into what your character can become, just a starting bonus.

In that I'd also remove that you HAVE to chose your class in the beginning but rather leaving it open.


I have to disagree. When creating your character, you choose what type of person he/she is. Some people grasp maths easily, so they progress quickly there, while others have more potential in arts. It doesn't always depend on how much time you put into it. A poor mathematician can still become good at math by practicing a lot, but it will take more time than for one that is naturally adept at it. Same goes for skills in TES.
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Alba Casas
 
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Post » Sat Feb 19, 2011 9:56 am

sorry for my lack of knowledge :( i stay away from lore because i have to remember a lot in college.

dont be sorry. there are probably a lot of things you know that I don't.

And on topic: I like having a [censored]load of weapon types. I never have played a crossbow chaacter or a dart character, but just the option to do anything adds a lot more to a game then just another weapon: it adds awe, realism, and strategy. IMMERSION MOTHER [NUMMIT]
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No Name
 
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Post » Sat Feb 19, 2011 1:06 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.
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Poetic Vice
 
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Post » Sat Feb 19, 2011 9:57 am

another small request but it would be nice if forts where actually occupied by the Imperial legion(I'm only 3/4 through the elder scrolls book so not sure if they have been renamed) It just seems odd for their to be so many forts not occupied by their owners
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Claire Lynham
 
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Post » Sat Feb 19, 2011 10:57 am

First, just in case you misunderstood, I did not mean "point values" as in "add 2 points here, 3 there", it would still be the "learn by doing" method and it would not be "500 of 750 points", it would just be a pool that slowly fills more and more with no given cap. It should still be possible to demonstrate it in a 1 - 100 level system but the number itself would have no real meaning other than to show it.
And I DO understand the major minor system but the reason I'd kick it is that there should be no predetermination what you should be but just by what you DO. You'd still have a possibility to chose what skills and attributes are more leveled from the beginning but that should NOT be hard coded into what your character can become, just a starting bonus.

In that I'd also remove that you HAVE to chose your class in the beginning but rather leaving it open.

There could be a switch button, "Group/list by talent", "Group/list by work", right there. Also a button called "class suggestions"(just over the class name) which you can switch during gameplay or write your own class. An expansion over original system and it fits actually, imo. You don't have to axe one to add another functionality as they don't contradict and both have purposes.

Also the original skill progression system happens in 1/10 scale where you can get 3 points at once so it is rather quick and can be seen as a breakthrough for your character, you know that certain threshold when you become to be able to do something. It is not like 25/100 barriers of Oblivion, I'm speaking of Morrowind. 1 to 100 is there but inside 1 you have 1/10 and it happens fast. Its purpose is showing the progress in micro level rather than contributing in fractions. It isn't the biggest issue in leveling and I could live with both systems without missing the other. And you can actually have both too. Show it as progress but also count it as a fraction.
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Rebecca Dosch
 
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Post » Sat Feb 19, 2011 3:36 am

another small request but it would be nice if forts where actually occupied by the Imperial legion(I'm only 3/4 through the elder scrolls book so not sure if they have been renamed) It just seems odd for their to be so many forts not occupied by their owners

If I'm not mistaken, all those tower forts in Oblivion were from like the Second Era or something. They were used back when Cyrodill was still being colonized (or something to that extent). I could be wrong, I'm not the foremost authority on Elder Scrolls lore.
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Zualett
 
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Post » Sat Feb 19, 2011 12:22 pm

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
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Daddy Cool!
 
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Post » Sat Feb 19, 2011 3:22 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



Like with Unreal 3 (it's an ok game, but it have been much better), we can play mods on the PS3. If we look in the documents of the game on PC, we can see that there is an "PS3" folder.
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Rhi Edwards
 
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