TES V Ideas and Suggestions #186

Post » Fri Jun 11, 2010 12:43 am

There is actually some lore about were-vultures in Valenwood or something somewhere. It's not a joke, but vultures are awesome anyway.
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Matthew Barrows
 
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Post » Thu Jun 10, 2010 1:51 pm

no no no to mudcrabs and cliff racers, I hate them things nothing svcks more then everytime you tried to find a place to rest in morrowind, you were woke up by a nasty little mudcrab, or running from point a to point b in the outlands, hearing that annoying screeching and 20 of them stupid blighters started to attack you, especially annoying when levitating,....... not so bothersome when you first play the game, but a yr or two later, and I still get migraines from them just thinking about em lol

Now having got that off my chest lol, what I would like to see in game would be attacks from kajitte doing the same kind of damage as the werewolves did {as in using claws instead of fists} and the argonians attacks like those of the alligator headed daedra with their mouths,.... kind of a lurch forward and bite thing, also a tail swipe implemented. I also think that a kajjits eyes should always be able to see in dark not just a timed thing,... and hybrids aught to be an essintial aspect to the game orc/human, elf/human, {Dwarf/human} ?? , at the least, and yes a body thickness slider and height slider also. and while I am dreaming here does anyone else desire to see clothing peeking thru the chinks in armor like they did in morrowind,... loved that bit of realism myself.
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Jonathan Egan
 
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Post » Thu Jun 10, 2010 7:35 pm

Hybrids might be expensive. Chances are, they'll be just extra races developers will spend time/money on and not loved as much.
That aligator looking daedra is called Daedroth. Actually, it is also the generic name for all daedric creatures in singular form.
Anyways, I also recommend full body customization along with facegen we already have in Oblivion; Height/body thickness/limb length/neck thickness/etc...
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Dean
 
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Post » Thu Jun 10, 2010 4:27 pm

no no no to mudcrabs and cliff racers, I hate them things nothing svcks more then everytime you tried to find a place to rest in morrowind, you were woke up by a nasty little mudcrab, or running from point a to point b in the outlands, hearing that annoying screeching and 20 of them stupid blighters started to attack you, especially annoying when levitating,....... not so bothersome when you first play the game, but a yr or two later, and I still get migraines from them just thinking about em lol
...

If I am a powerful orc, when I walked mudcrabs should be fleeing away from me in fear. Wolves should only attack when they are hungry which should be triggered if I hunt too many deers. Cliff Racers should be after their primary food which is lower in food chain than both of us.
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Cool Man Sam
 
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Post » Thu Jun 10, 2010 8:34 pm

If I am a powerful orc, when I walked mudcrabs should be fleeing away from me in fear. Wolves should only attack when they are hungry which should be triggered if I hunt too many deers. Cliff Racers should be after their primary food which is lower in food chain than both of us.

Also the orcs should be more fierce looking and less idiotic kinda like the Uruk-hai from the lord of the rings movies not that I'm a fan but that is one thing I liked. EDIT: on a side note the Uruk-hai were half orc half human or atleast supposedly they were which kinda lends itself to the whole half breed idea.
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Brentleah Jeffs
 
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Post » Thu Jun 10, 2010 11:06 pm

Were-Adoring Fan.


Ha ha ha, good one.

In terms of vampire thing, why not have2-3 different kinds of vampire sects, if you will... I mean, Sect 1 would be those vamps that are really old, skinny, etc... Sect 2 would be the sensual ones, Sect 3 one that turns into bat - whatever , some level of differentiation to accomodate the most desired tastes from the community (ie, old vamps, sensual ones, batman, etc...)?
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Hazel Sian ogden
 
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Post » Thu Jun 10, 2010 11:29 pm

Ha ha ha, good one.

In terms of vampire thing, why not have2-3 different kinds of vampire sects, if you will... I mean, Sect 1 would be those vamps that are really old, skinny, etc... Sect 2 would be the sensual ones, Sect 3 one that turns into bat - whatever , some level of differentiation to accomodate the most desired tastes from the community (ie, old vamps, sensual ones, batman, etc...)?

excelent i was thinking of saying something along these lines
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Donatus Uwasomba
 
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Post » Thu Jun 10, 2010 1:01 pm

Ha ha ha, good one.

In terms of vampire thing, why not have2-3 different kinds of vampire sects, if you will... I mean, Sect 1 would be those vamps that are really old, skinny, etc... Sect 2 would be the sensual ones, Sect 3 one that turns into bat - whatever , some level of differentiation to accomodate the most desired tastes from the community (ie, old vamps, sensual ones, batman, etc...)?



They kinda did in Morrowind they had 3 different kinds ...1 was related more to magic then others, and to tell the truth, I dont remember what the other two types had going for them, but all 3 were different and had different areas they came from..... house wise on the map, the magic ones were based out of the islands to the north I believe... and once again I dont remember about the other 2 types,... and then you just had your dirty run of the mill types in old tombs and such not so specialized as the 3 houses type who were not the crazy run for you kind like those. Check it out online should tell somewhere, as I am sure thats how I found out about them originally.
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Quick Draw III
 
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Post » Fri Jun 11, 2010 12:22 am

I also would like to see mines brought back to TES in the next game for purchase to increase personal wealth, and I would want to see it grow with time, like first you purchase it then you hire miners and a foreman then you get an accounting office and security and then a small hamlet grows from it, they did it in Morrowind as part of house hallalu or however you spell it,... outside of Balmora... god I really want to go back and play Morrowind again all the sudden lol
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Kat Ives
 
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Post » Thu Jun 10, 2010 3:19 pm

I also would like to see mines brought back to TES in the next game for purchase to increase personal wealth, and I would want to see it grow with time, like first you purchase it then you hire miners and a foreman then you get an accounting office and security and then a small hamlet grows from it, they did it in Morrowind as part of house hallalu or however you spell it,... outside of Balmora... god I really want to go back and play Morrowind again all the sudden lol

i havent played morrowind much yet, but i really wanna find that now
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Eddie Howe
 
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Post » Thu Jun 10, 2010 6:50 pm

They kinda did in Morrowind they had 3 different kinds ...1 was related more to magic then others, and to tell the truth, I dont remember what the other two types had going for them, but all 3 were different and had different areas they came from..... house wise on the map, the magic ones were based out of the islands to the north I believe... and once again I dont remember about the other 2 types,... and then you just had your dirty run of the mill types in old tombs and such not so specialized as the 3 houses type who were not the crazy run for you kind like those. Check it out online should tell somewhere, as I am sure thats how I found out about them originally.


Great - every TES game has something unique or better than the other.
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suniti
 
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Post » Fri Jun 11, 2010 1:54 am

They definitely need to improve the stealth gameplay in TESV. I appreciated the vast improvement from Morrowind to Oblivion, but it still felt like thieves had to rely on combat WAY to much. I know it is difficult since sneak is a skill and they have to make your sneaking efficiency rely somewhat on how high your sneak skill is. I just wish they would draw more inspiration from great stealth games like Splinter Cell, and especially the Thief series. I want thieves guild missions where it is possible to avoid combat entirely. I want to feel like a thief, not just a sneaky warrior in light armor.
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Kathryn Medows
 
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Post » Thu Jun 10, 2010 7:22 pm

They definitely need to improve the stealth gameplay in TESV. I appreciated the vast improvement from Morrowind to Oblivion, but it still felt like thieves had to rely on combat WAY to much. I know it is difficult since sneak is a skill and they have to make your sneaking efficiency rely somewhat on how high your sneak skill is. I just wish they would draw more inspiration from great stealth games like Splinter Cell, and especially the Thief series. I want thieves guild missions where it is possible to avoid combat entirely. I want to feel like a thief, not just a sneaky warrior in light armor.

Sleeping powders, smoke bombs, and the like would come in handy for avoiding conflicts not to mention the ability to climb or something would also help to avoid detection not to mention stealth attacks that either kill or incapacitate an opponent.
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Jessica Lloyd
 
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Post » Thu Jun 10, 2010 11:48 pm

One thing that would help thieving classes would be traps. A skill such as, well, Traps, allowing a thief to disarm, set and recover (maybe also make) traps qould add a lot to tactics. You could sneak, observe the types ofenemies you had, retreat and prepare the battle field. Then taunt them in and....
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April D. F
 
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Post » Thu Jun 10, 2010 9:59 pm

i havent played morrowind much yet, but i really wanna find that now
They didn't have that in Morrowind, I think he's mis-remembering.
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Nicole Kraus
 
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Post » Thu Jun 10, 2010 9:34 pm

They definitely need to improve the stealth gameplay in TESV. I appreciated the vast improvement from Morrowind to Oblivion, but it still felt like thieves had to rely on combat WAY to much. I know it is difficult since sneak is a skill and they have to make your sneaking efficiency rely somewhat on how high your sneak skill is. I just wish they would draw more inspiration from great stealth games like Splinter Cell, and especially the Thief series. I want thieves guild missions where it is possible to avoid combat entirely. I want to feel like a thief, not just a sneaky warrior in light armor.


I agree with all of the above. Thieves shouldn't have to focus on combat at all. Though, the guy that did the stealth system in Oblivion worked on the Thief series as well; Emil I think his name was.

Actually, There needs to be more shadows in the game to hide away into.

One thing that would help thieving classes would be traps. A skill such as, well, Traps, allowing a thief to disarm, set and recover (maybe also make) traps qould add a lot to tactics. You could sneak, observe the types ofenemies you had, retreat and prepare the battle field. Then taunt them in and....


As I mentioned above, Thieves shouldn't have to focus on combat, but if you do get in a sticky situation I like this idea of traps to cover your ass.
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{Richies Mommy}
 
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Post » Thu Jun 10, 2010 10:10 pm

They didn't have that in Morrowind, I think he's mis-remembering.

I think waller04 meant that they had mines in general in Morrowind (in Oblivion all the mines were abandoned, desolate, flooded, etc and inhabited by goblins...) and that they had the Great House Manors, and I think he was suggesting that the mines could be purchaseable. :) If I didn't completely misunderstand.
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carly mcdonough
 
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Post » Thu Jun 10, 2010 2:55 pm

I think that the game (TES5) should not cater to the young people too much(basically just have a REAL hardcoe mode). It needs to show maturity and complexity in its story like your decisions having impact on the world.
The game obviously needs some new combat system like Deadly Reflex for more "realistic combat". Magic on the other hand needs a more "deadly" overhaul like more violent reactions to its usage in public, deadlier and practical spells and such.
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CHARLODDE
 
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Post » Thu Jun 10, 2010 3:59 pm

If Bethesda supposedly traveled to Scandinavia in order to generate a "realistic" render of Skyrim they would have, as previously mentioned by another user, gone to Sweden, Norway or Finland (Russia could be an alternative as well). Denmark simply does not have terrain that in any way look similar to Skyrim. In order to provide a simple illustration how the Northern European countries could be use as a model; here is a simple comparison between the Skyrim map and south of norway (rotated): http://img44.imageshack.us/f/skyrimnor.jpg/. Although not completely equal, the terrain is still extraordinarily similar, with mountains, fjords, etc.
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OTTO
 
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Post » Thu Jun 10, 2010 4:28 pm

If Bethesda supposedly traveled to Scandinavia in order to generate a "realistic" render of Skyrim they would have, as previously mentioned by another user, gone to Sweden, Norway or Finland (Russia could be an alternative as well). Denmark simply does not have terrain that in any way look similar to Skyrim. In order to provide a simple illustration how the Northern European countries could be use as a model; here is a simple comparison between the Skyrim map and south of norway (rotated): http://img44.imageshack.us/f/skyrimnor.jpg/. Although not completely equal, the terrain is still extraordinarily similar, with mountains, fjords, etc.


I may be wrong, but did you mean to post this in the Speculation Thread? :P
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Amy Siebenhaar
 
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Post » Thu Jun 10, 2010 3:54 pm

I may be wrong, but did you mean to post this in the Speculation Thread? :P


Yes, I messed up :P Too many tabs open at the same time.
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HARDHEAD
 
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Post » Thu Jun 10, 2010 10:05 pm

They didn't have that in Morrowind, I think he's mis-remembering.


I think he's thinking about how you could build strongholds in Morrowind, and how that could be applied to other things in TESV.
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darnell waddington
 
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Post » Thu Jun 10, 2010 5:47 pm

They didn't have that in Morrowind, I think he's mis-remembering.

now im confuzed, i think ill just go try and get daggerfall working instead :P wereboars here i come
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Gill Mackin
 
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Post » Fri Jun 11, 2010 3:32 am

ladders
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Noely Ulloa
 
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Post » Thu Jun 10, 2010 5:29 pm

It would be nice to be able to play the game, and not have it freeze frequently or crash every time I quit it. I haven't played a Bethesda game in years because I got sick and tired of all the bugs, glitches, freezes and crashes, and refuse to purchase a future Bethesda game until they can release something that isn't so broken.

Don't get me wrong, I did like their games. I played Morrowind on the PC and Xbox (until I ran into a bug that prohibited me from progressing further in the main questline), I played Oblivion on the PC and I played Fallout 3 on the PC. However, until they can release something were the bugs aren't so annoying that they're running the experience for myself or any number of my friends I won't be giving them any more of my money.

This is turning into a complaint more than a suggestions. :-/

Release a beta of the game that doesn't contain any quest content whatsoever, and if needed remove it in a way that it can't be accessed through the use of the TCS or the GECK. No, you probably couldn't address the bugs associated with the quest scripting, but you feel confident that the other part of the game was working.
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Spooky Angel
 
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