TES V Ideas and Suggestions #186

Post » Thu Jun 10, 2010 3:56 pm

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


Hey KC, ST JOSEPH here and no I am not mis remembering it did have that just not to the extent that I described, as I was describing what I wanted to see added at the same time, house Hlaalu stronghold quest had a mine (Shurdan-Raplay egg mine) attached to the quest that was just across the bridge /river next to it that you had to clear of blighted creatures, then you hired miners and guards for your newly acquired egg mine. You can actually look up this quest at " The Unofficial Elder Scroll Pages"
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Thu Jun 10, 2010 11:46 pm

I agree with everything said, I just would have said it with slightly less obvious disdain for TESIV.

1. All sorts of enemies should have different battle strategies and provide different challenges, as well as have a variety of attacks. Wolves should travel in groups, and circle you and attack from behind, as well as being able to charge and push you to stagger you, and bite you to damage you. Mages should have more than one spell up their sleeve, and have more than just destruction spells. Any flying enemies should swoop and dive, rather than just hover above you.

LEVITATION. It does seem that the closed towns thing is sort of like a convenient excuse. Levitation in many areas could have been far too useful, and the AI was still too stupid to know what to do if you could levitate. More time needs to be spent on level design and AI anyway, so as you are fixing these already existant issues, fix the levitation related problems with those things as well. And to prevent levitating into towns, I'd be okay with a stupid and shallow excuse (such as some sorcerer or god or something placed an enchantment around towns to prevent levitation) if it means we can levitate again.
WEAPONS. Of course bring back throwing weapons, but they don't have to be useless this time. With an in-depth locational damage and armor system, they could cripple limbs and do quite a bit of damage, but if it hits an armored area, it does little damage. Also having limited throwing distance could help keep something like this balanced.

ive been brainstorming on this for a while and i agree enemies should have different battle tactics, some should try and sneak up on you (idk how that'd work w/ third person) and maybe there are killer plant that wait 4 u to get close, and you need to be paying attension to where your going or you'll step on one and itll bite you idk. and maybe a crab that can dig so fast it practically flies through the sand and the only way you can hit it is by sidestepping it and slashing it as it zooms by (or perhaps dropping something in its path). and maybe a sleeping monster that you have to sneak past or it'll wake up and pummel you. and maybe some froglike creature, idk im working on concept art for some of these
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Thu Jun 10, 2010 1:52 pm

ive been brainstorming on this for a while and i agree enemies should have different battle tactics, some should try and sneak up on you (idk how that'd work w/ third person) and maybe there are killer plant that wait 4 u to get close, and you need to be paying attension to where your going or you'll step on one and itll bite you idk. and maybe a crab that can dig so fast it practically flies through the sand and the only way you can hit it is by sidestepping it and slashing it as it zooms by (or perhaps dropping something in its path). and maybe a sleeping monster that you have to sneak past or it'll wake up and pummel you. and maybe some froglike creature, idk im working on concept art for some of these


Yes I'd like many enemies, including certain NPCs to sneak up on you to attack.
Of course, battle music would have to be reserved for open battle, not for mudcrabs seeing you a mile away and slowly crawling towards you.
This could also add a horror, suspense element to the game, which would be greatly welcomed, and it doesn't have to be intended. For me, the fear of the unknown, of wondering where that monster is hiding, is far greater than the fear of my character dying and reloading a save.
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Fri Jun 11, 2010 3:23 am

Yes I'd like many enemies, including certain NPCs to sneak up on you to attack.
Of course, battle music would have to be reserved for open battle, not for mudcrabs seeing you a mile away and slowly crawling towards you.
This could also add a horror, suspense element to the game, which would be greatly welcomed, and it doesn't have to be intended. For me, the fear of the unknown, of wondering where that monster is hiding, is far greater than the fear of my character dying and reloading a save.

exactly, i almost think that beth should even go as far as to remove battle music alltogether, though i will miss them epic tunes :whistling:
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Fri Jun 11, 2010 6:29 am

WOW.... Is all I have to say, the game is cool even though I hadn't the slightest clue I was doing for the first 6 hours of the game... Picking locks and stealing crap--sure, it wasn't the objective--it was fun roaming aimlessly.

My buddy liked all that readage that the elder scrolls/Oblivion had with it, I hope they continue that inside the next comming game. I didn't really care for it, Im just a calypso upon that game.

crafting weapons
Not many games have forging inside of it--besides New Vegas--Forging is breaking down materials into the raw components and basically making something unique.
Sure when you look at all the technical stuff that can encumber with it, you could always just do a simpler approach... Using model textures, model shapes, and allow the ability to inter-exchange them. Being able to select different handles, and different shapes of blades/maces/hammers and able to color them. See having those interchangeable parts in a model would allow very small changes and not require massive code and billions of other shapes and sizes of objects.

Witnesses
Everyone has had some type of annoyance with this... No one saw you hit that guy upside the head... Why the big fuss?? Then you have a bunch of ppl flocking accusing you of this and that -- All you wanna do is just say hey, he started it. All better.
This concept can be placed into a context... I think. Because, when you hit someone an they yelp or something other -- A character could run in there and say, "hey, what happen". If you are not very intelligent you could say something like "He STARTED IT!" or if you were intelligent you could say " He went that way, lets go get him!" fooling the witness. Unless your weapon is covered in blood and/or you have it drawn, they wouldn't suspect you.

Better looking races...
Not saying the concepts need work, but the characters themselves could look better. They look like fugly people. The orcs look like they slammed into a wall running and they hit very--very--hard. Them reptillian ppl, kinda look like that some guy loved the geico comercials to much and fell in love with an iguana and... Yea, they just don't really look unique. Each race should possibly do something differently--like those cat ppl can run on all fours; lizard ppl climb stuff or heal/ regenerate magic in sunlight because their cold blooded(?); Orcs just are brutally strong/large.
The concepts are already good but they should look more unique.

Nothing was ever to wrong with the game, but probably should update the graphic engines...
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Fri Jun 11, 2010 6:57 am

WOW.... Is all I have to say, the game is cool even though I hadn't the slightest clue I was doing for the first 6 hours of the game... Picking locks and stealing crap--sure, it wasn't the objective--it was fun roaming aimlessly.

My buddy liked all that readage that the elder scrolls/Oblivion had with it, I hope they continue that inside the next comming game. I didn't really care for it, Im just a calypso upon that game.

crafting weapons
Not many games have forging inside of it--besides New Vegas--Forging is breaking down materials into the raw components and basically making something unique.
Sure when you look at all the technical stuff that can encumber with it, you could always just do a simpler approach... Using model textures, model shapes, and allow the ability to inter-exchange them. Being able to select different handles, and different shapes of blades/maces/hammers and able to color them. See having those interchangeable parts in a model would allow very small changes and not require massive code and billions of other shapes and sizes of objects.

Witnesses
Everyone has had some type of annoyance with this... No one saw you hit that guy upside the head... Why the big fuss?? Then you have a bunch of ppl flocking accusing you of this and that -- All you wanna do is just say hey, he started it. All better.
This concept can be placed into a context... I think. Because, when you hit someone an they yelp or something other -- A character could run in there and say, "hey, what happen". If you are not very intelligent you could say something like "He STARTED IT!" or if you were intelligent you could say " He went that way, lets go get him!" fooling the witness. Unless your weapon is covered in blood and/or you have it drawn, they wouldn't suspect you.

Better looking races...
Not saying the concepts need work, but the characters themselves could look better. They look like fugly people. The orcs look like they slammed into a wall running and they hit very--very--hard. Them reptillian ppl, kinda look like that some guy loved the geico comercials to much and fell in love with an iguana and... Yea, they just don't really look unique. Each race should possibly do something differently--like those cat ppl can run on all fours; lizard ppl climb stuff or heal/ regenerate magic in sunlight because their cold blooded(?); Orcs just are brutally strong/large.
The concepts are already good but they should look more unique.

Nothing was ever to wrong with the game, but probably should update the graphic engines...

Orcs should look more vicious as their nature implies.
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Fri Jun 11, 2010 4:24 am

WOW.... Is all I have to say, the game is cool even though I hadn't the slightest clue I was doing for the first 6 hours of the game... Picking locks and stealing crap--sure, it wasn't the objective--it was fun roaming aimlessly.

My buddy liked all that readage that the elder scrolls/Oblivion had with it, I hope they continue that inside the next comming game. I didn't really care for it, Im just a calypso upon that game.

crafting weapons
Not many games have forging inside of it--besides New Vegas--Forging is breaking down materials into the raw components and basically making something unique.
Sure when you look at all the technical stuff that can encumber with it, you could always just do a simpler approach... Using model textures, model shapes, and allow the ability to inter-exchange them. Being able to select different handles, and different shapes of blades/maces/hammers and able to color them. See having those interchangeable parts in a model would allow very small changes and not require massive code and billions of other shapes and sizes of objects.

Witnesses
Everyone has had some type of annoyance with this... No one saw you hit that guy upside the head... Why the big fuss?? Then you have a bunch of ppl flocking accusing you of this and that -- All you wanna do is just say hey, he started it. All better.
This concept can be placed into a context... I think. Because, when you hit someone an they yelp or something other -- A character could run in there and say, "hey, what happen". If you are not very intelligent you could say something like "He STARTED IT!" or if you were intelligent you could say " He went that way, lets go get him!" fooling the witness. Unless your weapon is covered in blood and/or you have it drawn, they wouldn't suspect you.

Better looking races...
Not saying the concepts need work, but the characters themselves could look better. They look like fugly people. The orcs look like they slammed into a wall running and they hit very--very--hard. Them reptillian ppl, kinda look like that some guy loved the geico comercials to much and fell in love with an iguana and... Yea, they just don't really look unique. Each race should possibly do something differently--like those cat ppl can run on all fours; lizard ppl climb stuff or heal/ regenerate magic in sunlight because their cold blooded(?); Orcs just are brutally strong/large.
The concepts are already good but they should look more unique.

Nothing was ever to wrong with the game, but probably should update the graphic engines...

I like the idea of forging weapons. It's pretty likely that it will be included in the next game. But who knows, maybe not. It probably won't be as in-depth as changing handles and blades though.
The witness idea could also be pretty interesting. It definitely has potential, and I wouldn't mind seeing it carried out but I'm not expecting anything like it in the next game.

And I don't have a problem with how the races are in the games. They seem fine to me.
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Fri Jun 11, 2010 6:17 am

What I've missed in oblivion was knives which you could throw at bad guys if I am an agent I should use something like that, I ain't no robin hood type marksman or something. Speaking about weapons, would be really awensome if you could dual-wield swords, in first person that would be something new, right? What is more, I really missed something like results based on your bad/good actions, yeah sometimes people say something ugly about you if you have a lot of infamy ,but still that's not enough I am speaking about exclusive items, spells , maybe item sets if you are good or bad character, maybe stats add which depends on your status. Almost forgot, the newspapers, it would be so sick to do crimes (like you can in oblivion steal crap from shops) and read about it in the newspapers, or gain bounty and being chased by bounty hunter guild or something. By the way, diseases in morrowind was really good why in oblivion are only vampires? Wheres lycans? :D
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Thu Jun 10, 2010 7:43 pm

What I've missed in oblivion was knives which you could throw at bad guys if I am an agent I should use something like that, I ain't no robin hood type marksman or something. Speaking about weapons, would be really awensome if you could dual-wield swords, in first person that would be something new, right? What is more, I really missed something like results based on your bad/good actions, yeah sometimes people say something ugly about you if you have a lot of infamy ,but still that's not enough I am speaking about exclusive items, spells , maybe item sets if you are good or bad character, maybe stats add which depends on your status. Almost forgot, the newspapers, it would be so sick to do crimes (like you can in oblivion steal crap from shops) and read about it in the newspapers, or gain bounty and being chased by bounty hunter guild or something. By the way, diseases in morrowind was really good why in oblivion are only vampires? Wheres lycans? :D

Lycans left when they decided to make all the people look like they have down syndrome and the orcs stopped being bad asses and started being morons.
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Thu Jun 10, 2010 9:05 pm

I like the idea of forging weapons. It's pretty likely that it will be included in the next game. But who knows, maybe not. It probably won't be as in-depth as changing handles and blades though.
The witness idea could also be pretty interesting. It definitely has potential, and I wouldn't mind seeing it carried out but I'm not expecting anything like it in the next game.

And I don't have a problem with how the races are in the games. They seem fine to me.

and whatever happened to the daggerfall wereboars :nope: only bethesda knows, all de can do is hope they migrated to skyrim (or wherever TESV tates place though i hope its skyrim)
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Thu Jun 10, 2010 5:11 pm

Combat Advantage

I was thinking about how to add some more flavor to combat and I figured advantage would be a good thing to add. I am not just talking about skill level, but position (ie, attacking from the side) and elevation to offset either the damage directly or just be an added as an advantage variable. In OB and MW I have attacked and been attacked from the side and blocking was still effective, and that was confusing.

So, as far as implementation I suggest there be two variables added:

player_angle - this would take the facing angle off of the grid system, then when one player attacked another it would act as a zero for the defenders angle. Just for starters a step function inside trig function. Or just bonus values for different sets of angles (front 90, then a smaller 15 degree window, 45 degree window on the sides, 15 again, and 90 on the back)


player_elevation - Maybe take into account player height or maybe not. But the gist of it is fighting uphill is harder. Again player elevation is measured off of a grid and then compared during attacks.
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Thu Jun 10, 2010 3:53 pm

I think I posted in the speculation thread thinking that was this one. Oops. Anyways, I'm getting tired of OB and Fallout and I'm hungering for the next ES. Some of these ideas are great. And Schnell I really like that advantage/disadvantage idea. In fact, taking it a step further, they could implement something similar to Fallout 3 (OF course, I don't want "magic VATS" or guns since neither belong in ES) but locational damage. For instance, I shoot an arrow, this arrow fell short of my targets heart, but it landed in his leg. Immediately consequential of that action, he cannot run, and he now has a bleed/pain effect. Bleed effects are damage over time, and that would only effect those parts of the body likely to contain a large blood vessel, IE: neck. Pain, on the other hand would be more common, since more than likely if locational damage was added, getting a neck or head shot is devastating. Pain would just add a debuff to damage, speed and willpower. But to avoid this being an annoyance, you might have to use poisons, a charge attack, or crafted weapons.

Weapons or abilities that might cause bleeds/pain: Serrated arrows. Poisons. Destruction magic. Etc etc.
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Thu Jun 10, 2010 4:37 pm

I think I posted in the speculation thread thinking that was this one. Oops. Anyways, I'm getting tired of OB and Fallout and I'm hungering for the next ES. Some of these ideas are great. And Schnell I really like that advantage/disadvantage idea. In fact, taking it a step further, they could implement something similar to Fallout 3 (OF course, I don't want "magic VATS" or guns since neither belong in ES) but locational damage. For instance, I shoot an arrow, this arrow fell short of my targets heart, but it landed in his leg. Immediately consequential of that action, he cannot run, and he now has a bleed/pain effect. Bleed effects are damage over time, and that would only effect those parts of the body likely to contain a large blood vessel, IE: neck. Pain, on the other hand would be more common, since more than likely if locational damage was added, getting a neck or head shot is devastating. Pain would just add a debuff to damage, speed and willpower. But to avoid this being an annoyance, you might have to use poisons, a charge attack, or crafted weapons.

Weapons or abilities that might cause bleeds/pain: Serrated arrows. Poisons. Destruction magic. Etc etc.


I like the idea of enemies bleed to death, but the issue i have with it is that it would need enemies with too much health to work wich isnt good.

We all complained about the lvl scaling in oblivion making monsters have a huge amount of health, and it would take too long to kill a monster, but if we want creatures tha needs 3-5 slashes with a blade to die, then why do we even need′"bleed over time?"

Not that I dont want the system, but I just want it to be perfect.
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Fri Jun 11, 2010 3:13 am

One more thing with Advantage, it would work well with blessings, birthsigns, and abilities. So even if someone strikes you from the back your advantage might be higher than theirs, and so the damage does not get the extra multipliers.


Also location and bleed damage seem, for the most part, unrelated to an advantage system.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Fri Jun 11, 2010 6:30 am

I would like to see entomological (bug-like) enemies. And I don't mean 5 feet ones, I mean like swarms (1 hit would kill a good portion of them).
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Thu Jun 10, 2010 5:38 pm

I would like to see entomological (bug-like) enemies. And I don't mean 5 feet ones, I mean like swarms (1 hit would kill a good portion of them).


I think that would definitely be cool to fight, but something like an insect swarm seems like it should be immune to arrows, slashing weapons (blades) and only really take damage from magic or swatting melee attacks.

And how cool would it be if you cast a freeze spell on a swarm of insects and they all dropped like little pellets of ice? That would be pretty stellar.
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Thu Jun 10, 2010 9:25 pm

Magic should come in more forms rather than just a ball.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Fri Jun 11, 2010 8:59 am

i believed someone mentioned b4 that the greater rewards need to come for doing bad things, and i concur with that, but also small good things need to happen to a person when they dont take the bad path (i. e. an animal may choose not to attack you, or a rendom person may choose to rush to your aid in battle, random people giving you supplies as you walk through town, and of course people praising you as you walk by them for your good deeds)
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Thu Jun 10, 2010 6:32 pm

They really should improve magic. Possibly something like Two World 2's magic system. Check it out if you haven't seen it. You can do some amazing things with it.
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Thu Jun 10, 2010 7:04 pm



Also location and bleed damage seem, for the most part, unrelated to an advantage system.


How so? Would it not be an advantage to make an enemy bleed or writhe in agony? Impeding an enemy in any way is an advantage. Helps an archer to slow an enemy down, since strafing can waste valuable arrows, and anyone who runs up to an archer is immediately more dangerous.
User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Thu Jun 10, 2010 5:30 pm

How so? Would it not be an advantage to make an enemy bleed or writhe in agony? Impeding an enemy in any way is an advantage. Helps an archer to slow an enemy down, since strafing can waste valuable arrows, and anyone who runs up to an archer is immediately more dangerous.

Wouldn't that also be great for quests? You could force information out of someone, or even fufill revenge on someone.
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Thu Jun 10, 2010 9:37 pm

Wouldn't that also be great for quests? You could force information out of someone, or even fufill revenge on someone.


Yeah, having choices to torture and maim would make playing evil characters far more diverse and interesting. Comparatively, it could make playing characters who specialize in magic, specifically Restoration more useful, as they could actually use their spells to aid, or soothe friendlies. It just so happens people tend to take kindly to someone who will save their lives in a fight or from a disease or wound.
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Fri Jun 11, 2010 6:56 am

Yeah, having choices to torture and maim would make playing evil characters far more diverse and interesting. Comparatively, it could make playing characters who specialize in magic, specifically Restoration more useful, as they could actually use their spells to aid, or soothe friendlies. It just so happens people tend to take kindly to someone who will save their lives in a fight or from a disease or wound.

Yeah, there could even be a skill to help prevent people from torturing you or something. Just imagine getting caught by a gaurd and being tortured because of something extremely evil you did.
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Thu Jun 10, 2010 7:56 pm

Or instead of just blocking once you become a master with a certain class of weapon you could counter attack.
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Thu Jun 10, 2010 9:20 pm

Yeah, there could even be a skill to help prevent people from torturing you or something. Just imagine getting caught by a gaurd and being tortured because of something extremely evil you did.


Sweet idea. Speech abilities would be great here too. You could talk your way out of traps, since it is plausible you could be caught at one point or another.

Or instead of just blocking once you become a master with a certain class of weapon you could counter attack.


Good idea. The only issue is there is a sort of counter-attack, but its repetitive, when someone goes if for a heavy or power hit, if you block it you have a chance of knocking them back (lower fatigue means you can get knocked back) and knocking back someone is great for counters.
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

PreviousNext

Return to The Elder Scrolls Series Discussion