TES V Ideas and Suggestions #186

Post » Thu Jun 10, 2010 6:48 am

Oh, when you said shop, I thought you meant a shop like the others in town.

oh what i meant was at a secret guild building or abandoned warehouse
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john palmer
 
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Post » Thu Jun 10, 2010 1:58 pm

I think that the Arrest system as used by guards in TES IV shouldn't be as quick. For instance if i go into someones house and kill them, then slip quietly out onto the street, why do the guards automatically arrest me?? How do they know it wasn't some starving beggar? Also, How would a Guard in Chorrol know about crimes I had committed in Leyawin, ect.??
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Penny Courture
 
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Post » Thu Jun 10, 2010 6:34 pm

Here's my handful of guesses about TESV (TES SPOILER ALERT):

1) TES has always had the feel, to me, of medieval Europe if the Western Roman Empire hadn't fallen. I think we can look to history for a good indication of what to expect thematically.

With the Septim line extinguished, the Empire is likely to be in a state of collapse. I'm betting that we see power grabs all across the map, with legion generals and local governors claiming the mantle of kingship. This could result in multiple nations being present in the game (as seen to a smaller degree in Fallout: New Vegas). You might have a different reputation in each nation and the intrigue options for quests are really quite spectacular.

2) Following along those lines, you've got the Church of the Nine Divines growing substantially in strength. No longer is the secular ruler defacto head of the Church. We could see a Papal figure emerge, making demands of regional rulers and possibly calling for a climactic crusade. As a result, the Church would be a joinable faction again, likely with loads of far-reaching quests.

3) Level-scaling will follow the Fallout 3 model - no more 30th level bandits hanging out on bridges waiting to accost the head of the Mage's Guild. Instead, as you advance, NPCs will have a higher chance of having better gear or running in larger groups.

4) One of the villains in the game will be the son of a daedra. He will have been conceived during the Oblivion crisis. Alternatively, these may be fairly common enemies or (fingers crossed!) a new playable race.
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victoria johnstone
 
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Post » Thu Jun 10, 2010 8:00 pm

Mass Effect has brought the biggest advancement in game dialog in probably a decade....
Real conversations have a natural rhythm to them that is unfortunately lost in games. Each time the player has to pick a response there's an unnatural silence, with the other character staring blankly at you as if frozen in time. Not so in Mass Effect. It allows you to select a response very quickly and easily, eliminating most of these gaps in conversation...

SO BETHESDA KNOWS WHAT TO DO FOR ELDER SCROLLS V :celebration:
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Ludivine Poussineau
 
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Post » Thu Jun 10, 2010 9:25 am

I think that the Arrest system as used by guards in TES IV shouldn't be as quick. For instance if i go into someones house and kill them, then slip quietly out onto the street, why do the guards automatically arrest me?? How do they know it wasn't some starving beggar? Also, How would a Guard in Chorrol know about crimes I had committed in Leyawin, ect.??

not to be rude but some one already posted something like that but good idea and there is a mod called no physic guards or something like that
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Kevan Olson
 
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Post » Thu Jun 10, 2010 7:39 pm

I want polymorph spells in the game. To eventually play as any creature in the game. I loved running around Cirodiil as a doggy. (Midas Magic).
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Lloyd Muldowney
 
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Post » Thu Jun 10, 2010 8:29 am

as an addition to summoning (idk if this has been said) but i want to be able to summon a monster that stays until its killed in battle or i use a spell to send it away (maybe if they used this summoning couldnt be spammed till your at max level as easily)
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Christine
 
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Post » Thu Jun 10, 2010 8:46 am

not to be rude but some one already posted something like that but good idea and there is a mod called no physic guards or something like that

alright sorry for reposting i hadn't read all of the forum yet... Just wanted to voice my opinion!!
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Jessica Raven
 
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Post » Thu Jun 10, 2010 11:37 am

This may have been posted already, (Im pretty sure it was :sad: ) but i think that there should be more group oriented battles. For example, things like the battle for Kvatch and Bruma, where you have NPC's fighting along side you. Those were okay, but i don't like feeling like I'm the only competant fighter in the battle. I want to see big battles with hundreds of NPC's (I know that might be a engine problem though...), And i want them to be part of other quests besides the main one. Like a mage's guild quest with 15 other battle mages HELPING you take down a group of necromancers. Also, in some of those battles, the game should disregard accidental friendly hits. I can't get blessings at alters anymore because i accidentally hit a Kvatch Guard with a stray arrow and killed him.

Sorry for any bad grammar...
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Evaa
 
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Post » Thu Jun 10, 2010 4:25 pm

alright sorry for reposting i hadn't read all of the forum yet... Just wanted to voice my opinion!!

Don't worry about posting things people might have posted before. It keeps up interest on the subject, and since there's been 186 threads, who knows what has or hasn't been posted?
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sophie
 
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Post » Thu Jun 10, 2010 2:25 pm

bethesda did some good work the extirior to their forts that http://www.castlewales.com/bastion.html for example, it looks like its strait out of oblivion. but the insides of forts like this never really made sense with the exterior. i know bethesda has been working on things like that because i heard somewhere that in new vegas, if you see stains on some wall the trickled from the ceiling, you can go find the origin to those stains on the upper levels, which is awesome. i just hope that this concept is heavily implemented in TESV
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Steve Smith
 
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Post » Thu Jun 10, 2010 5:07 am

Smarter A-life although I don't knowif Gamebryo would be able to do something like that
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Maria Leon
 
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Post » Thu Jun 10, 2010 12:56 pm

Please don't get upset as these are just my ideas and thoughts. Feel free to add to these :hugs:
Fast Travel
Should stay for "casual" players. It's not hurting us "hardcoe" players being there as long as they add more immersive forms of travels as well. Such as, Mark & Recall or something similar, boats, carriages, etc. I would be fine with only the latter options. I'm just saying there is no reason not to keep it.
Quests
Quest markers should be a toggleable option again for the "casual" players. For those of us who would have that turned off quest givers should still give you directions on how to get there. If they don't want to record voice over for all that they could have them give you a note with directions or something. More ways to complete said quests wouldn't hurt either. For example: (not actually a spoiler. Only for length)
Spoiler
You are given a quest to assassinate a local nobleman. You can ask around town and find out when they normally have dinner at the castle. Options are to either sneak into the castle and poison his food/drink. You get access to the meal by knocking out/murdering the chef, OR if you are awesome enough slip the poison in while the chef has gone to the store room for more ingredients, etc.
But wait he's also fond of hunting. You wait patiently in the forest for the right moment... "Oops" He slipped on a fallen branch and cracked his head open on a large stone. Well, that's what you made it look like anyway. Or you could be straight forward and just stab him. This was just a example for a stealth type character quest just imagine what else we could do!

Journal
The journal should be a mix between how it was in Morrowind and Oblivion. It should have the layout of a book but instead of having your quest entries all over the place like in Morrowind have everything related to said quest in one "chapter" Kinda like in Oblivion.
Companions
Again spoiler for length
Spoiler
While Morrowind and Oblivion both had "companions" they were really just your underlings or someone you hired. Fallout 3 was a step in the right direction and New Vegas almost got it perfect. I want my companion(s) to be able to wear any gear I could, keeping in mind if I give Thief A a set of Daedric armor and a claymore he is going to svck. It would be amazing for them to "level up" with you and be able to customize their skills yourself. But if they automatically leveled themselves I would still be happy. They could restrict it so your companion doesn't have access to learn every skill the player would depending on said companions class. If you have a mage companion you would be smart to give them potions to restore magic and it would be a good idea to keep your Archer stocked with arrows and so on and so fourth. Again, entirely optional. I don't want TESV to be dependent on you have a companion. Even though it makes the game easier you can still finish New Vegas without ever getting any companions. Of course if they don't want to do this I still have Dragon Age and New Vegas to give me my "party adventure" fix :icecream:

Books
More is always good. I'm one of those people who collect and read/re-read all of the books I can in every TES game. :read:
Character generation
Obviously what we want here is more customization. The facegen was pretty good in Oblivion but more improvements couldn't hurt, More hair options, Specifically facial hair! I want my beards back please. :cry: Piercings, tattoo's, and options for body sets. So high elf mages aren't as buff as orc warriors. That's not a big deal for me really but it would be nice to have.

And that's it for now. I'll think of and post more another time.

Edit* Added new stuff.
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Marie
 
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Post » Thu Jun 10, 2010 8:45 pm

hey i have allready posted this but no one responded to it so posting again
here is some things i think should be done
more playable characters
like i my last post i replied to someone about new continents and with new areas comes new creatures EX.more elves ,water breathers,or possibly dwarves i mean dwarven equipment but no dwarves just makes no sense, vampire werewolf or any other new(or old) playable creature you can think off.
combo moves
like say you string together a certain button combo you could do some move like your sword(or club staffs have different moves) burst into flames and you spin around holding it out (it referring to weapon) quickly getting rid of pesky groups attacking from all side.
more cities
i mean in real life new cities are made.
new system for when you die
i mean i find it annoying when i die but i do not want to start over at last save spot maybe the gods resurrect you at spot of death or slightly behind(in case of trap) and monster you where fighting regains health but dead ones stay dead(of course), or you become a ghost and have to do special quest to resurrect difficulty depending on level(plus being a ghost would be cool)
staffs for melee combat
staffs can be used for hitting
amount of health/magika posted on there bars
i mean i do not know how many times i wanted to know if using a potion is worth it or not
bestiary
sometimes i am looking at a monster and want to know hey how much health do they have or what is there strength the the book levels as you do different monsters card can be bought or found as singles or in packs
npc treasure hunters or explorers
say you want help with a dungeon or you want to know where to find treasures for a price or if there disposition is high enough for free you can do just that
ability to command a ship and/ or pillage a city or town
i mean i see all sorts of ships and i have cleared out some of them and then they just sit there and i just wish i could go to the local inn and hire some pirates
and pillage a town or city maybe even have a pirate guild where the highest rank you can get is pirate king/queen and at the rank of captain get a free ship of your choice a fast low capacity one, a medium speed and capacity one, or a slow (but not to slow) high capacity cannon/bolt (if you do not want cannons to be made yet to be made yet in the game) firing machine you could have sea battles that you buy cannons /ballistae(giant mounted crossbows) Scorpio(small ballista like weapons) or polyboloses(rapid fire ballistae) at say a boat house at the dock
cross bows
in order for my last idea to work you are going to need crossbows or just ballistae i think ballistae where made first i might be wrong
import characters
i have a good level character and i want to be able to use them in the upcoming sequel
dragons
i can not stress this enough but dragons and no no some wimpy 5 hit kill dragons like so hard the could be bosses
pets
have you ever been fighting a animal and thought hey they are pretty tough and i wish i could have them by my side in battle well with the visit to the pet shop are something (get creative i mean post names for the shops whatever you all want) you can get the supplies to do just that
to be continued...
if anyone has any ideas or faults about this please reply so
elder scrolls rocks :toughninja: :goodjob: :celebration: :obliviongate:

This post has been edited by demonhawk: Today, 01:29 PM
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Becky Palmer
 
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Post » Thu Jun 10, 2010 7:40 pm

Please don't get upset as these are just my ideas and thoughts. Feel free to add to these :hugs:
Fast Travel
Should stay for "casual" players. It's not hurting us "hardcoe" players being there as long as they add more immersive forms of travels as well. Such as, Mark & Recall or something similar, boats, carriages, etc. I would be fine with only the latter options. I'm just saying there is no reason not to keep it.
Quests
Quest markers should be a toggleable option again for the "casual" players. For those of us who would have that turned off quest givers should still give you directions on how to get there. If they don't want to record voice over for all that they could have them give you a note with directions or something. More ways to complete said quests wouldn't hurt either. For example: (not actually a spoiler. Only for length)
Spoiler
You are given a quest to assassinate a local nobleman. You can ask around town and find out when they normally have dinner at the castle. Options are to either sneak into the castle and poison his food/drink. You get access to the meal by knocking out/murdering the chef, OR if you are awesome enough slip the poison in while the chef has gone to the store room for more ingredients, etc.
But wait he's also fond of hunting. You wait patiently in the forest for the right moment... "Oops" He slipped on a fallen branch and cracked his head open on a large stone. Well, that's what you made it look like anyway. Or you could be straight forward and just stab him. This was just a example for a stealth type character quest just imagine what else we could do!

Journal
The journal should be a mix between how it was in Morrowind and Oblivion. It should have the layout of a book but instead of having your quest entries all over the place like in Morrowind have everything related to said quest in one "chapter" Kinda like in Oblivion.
Companions
Again spoiler for length
Spoiler
While Morrowind and Oblivion both had "companions" they were really just your underlings or someone you hired. Fallout 3 was a step in the right direction and New Vegas almost got it perfect. I want my companion(s) to be able to wear any gear I could, keeping in mind if I give Thief A a set of Daedric armor and a claymore he is going to svck. It would be amazing for them to "level up" with you and be able to customize their skills yourself. But if they automatically leveled themselves I would still be happy. They could restrict it so your companion doesn't have access to learn every skill the player would depending on said companions class. If you have a mage companion you would be smart to give them potions to restore magic and it would be a good idea to keep your Archer stocked with arrows and so on and so fourth. Again, entirely optional. I don't want TESV to be dependent on you have a companion. Even though it makes the game easier you can still finish New Vegas without ever getting any companions. Of course if they don't want to do this I still have Dragon Age and New Vegas to give me my "party adventure" fix :icecream:


And that's it for now. I'll think of and post more another time.

id love beind able to do that w/ my companions, but sometimes i wish i could hav a decent conversation w/ my partner, not terribly in depth but a decent ammount, and maybe having my partner have places he wants to visit, and such.
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LijLuva
 
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Post » Thu Jun 10, 2010 9:10 am

Mass Effect has brought the biggest advancement in game dialog in probably a decade....
Real conversations have a natural rhythm to them that is unfortunately lost in games. Each time the player has to pick a response there's an unnatural silence, with the other character staring blankly at you as if frozen in time. Not so in Mass Effect. It allows you to select a response very quickly and easily, eliminating most of these gaps in conversation...

SO BETHESDA KNOWS WHAT TO DO FOR ELDER SCROLLS V :celebration:
Do you have a good video link for an example?
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Megan Stabler
 
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Post » Thu Jun 10, 2010 1:46 pm

id love beind able to do that w/ my companions, but sometimes i wish i could hav a decent conversation w/ my partner, not terribly in depth but a decent ammount, and maybe having my partner have places he wants to visit, and such.

That's kind of how Fallout NV was(Maybe FO3 I don't remember it too well) Your character would sometimes have something to say about a certain place you were, or about an action you did. And sometimes the companion would have their own quest for you(ie. Cass) If they expanded on this it would be nice.

And I agree with all of Outlander's suggestions.

I had some ideas of my own but I already posted them in other topics so I won't post them again here. Mainly the stealing suggestion I mentioned in the topic "what you want removed" Basically I said I wanted no more red markers and text saying "Steal" So that stealing wasn't so clear cut, use common sense, if it's not yours don't take it with someone standing there.
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Alyce Argabright
 
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Post » Thu Jun 10, 2010 4:14 pm

hey i have allready posted this but no one responded to it so posting again
here is some things i think should be done

more playable characters
I assume you mean races not characters. You can create as many characters as your hard drive will allow. I personally think 10 races are plenty and if they decided to add "new" ones they should be races already established in the lore.
like i my last post i replied to someone about new continents and with new areas comes new creatures EX.more elves ,water breathers,or possibly dwarves i mean dwarven equipment but no dwarves just makes no sense, vampire werewolf or any other new(or old) playable creature you can think off.
The game would have to be a prequel for the Dwemer (dwarves) to be included since they were wiped out by their own lust for power.
combo moves
like say you string together a certain button combo you could do some move like your sword(or club staffs have different moves) burst into flames and you spin around holding it out (it referring to weapon) quickly getting rid of pesky groups attacking from all side.
While that's an interesting gameplay mechanic Fable already uses something similar and I find it to get kinda boring personally. If you haven't played the Fable series I recommend it. If you play the first one make sure you get the "lost chapters" edition. It adds a lot of stuff.
more cities
i mean in real life new cities are made.
And this is a video game. In real life you also have to shower, eat, sleep, and couldn't run around in Heavy armor carrying 200 pounds of loot. Plus I'm not big on "evolving game worlds" personally. Again Fable has that to a certain degree.
new system for when you die
i mean i find it annoying when i die but i do not want to start over at last save spot maybe the gods resurrect you at spot of death or slightly behind(in case of trap) and monster you where fighting regains health but dead ones stay dead(of course), or you become a ghost and have to do special quest to resurrect difficulty depending on level(plus being a ghost would be cool)
That honestly just seems silly. It makes sense for a MMO like WoW but in a single player game it would be redundant.
staffs for melee combat
staffs can be used for hitting
I completely agree! I missed that in Oblivion.
amount of health/magika posted on there bars
i mean i do not know how many times i wanted to know if using a potion is worth it or not
Agreed. But is should be optional. Percentage should also be optional.
bestiary
sometimes i am looking at a monster and want to know hey how much health do they have or what is there strength the the book levels as you do different monsters card can be bought or found as singles or in packs
A bestiary can be found in the strategy guide to Oblivion. In game it would be kind of strange for you to know a monsters strength and health exactly. The morrowind goty and Oblivion both had healthbars for enemies. Granted it's kinda hard to notice in Oblivion. That little white line that shows up near your crosshair when doing damage is the enemies health
npc treasure hunters or explorers
say you want help with a dungeon or you want to know where to find treasures for a price or if there disposition is high enough for free you can do just that
This kind of existed in Oblivion but I would love to see it expanded upon further. I would totally kill them though :evil:
ability to command a ship and/ or pillage a city or town
i mean i see all sorts of ships and i have cleared out some of them and then they just sit there and i just wish i could go to the local inn and hire some pirates
and pillage a town or city maybe even have a pirate guild where the highest rank you can get is pirate king/queen and at the rank of captain get a free ship of your choice a fast low capacity one, a medium speed and capacity one, or a slow (but not to slow) high capacity cannon/bolt (if you do not want cannons to be made yet to be made yet in the game) firing machine you could have sea battles that you buy cannons /ballistae(giant mounted crossbows) Scorpio(small ballista like weapons) or polyboloses(rapid fire ballistae) at say a boat house at the dock
A pirates guild would be ridiculous. Being able to create a crew though would be neat... But I wouldn't miss it if it wasn't there. I would vote "no" on cannons and ballista's. Again would be neat but I wouldn't be interested really.
cross bows
YES
in order for my last idea to work you are going to need crossbows or just ballistae i think ballistae where made first i might be wrong
import characters
i have a good level character and i want to be able to use them in the upcoming sequel
NO. This is not Mass Effect or Dragon Age. You don't shape the world in TES by your choices and it should stay that way. If every RPG copied each other we would just have rubbish. Plus TES are not really "sequels" in the sense that your story picks up where it left off. They are "Chapters" in a much larger story revolving around more than one main character. It's more like history than a movie or book.
dragons
i can not stress this enough but dragons and no no some wimpy 5 hit kill dragons like so hard the could be bosses
I love dragons. I love killing dragons. But I don't want them in TES. You can get your dragon slaying fix in other Rpg's (see Dragon Age)
pets
have you ever been fighting a animal and thought hey they are pretty tough and i wish i could have them by my side in battle well with the visit to the pet shop are something (get creative i mean post names for the shops whatever you all want) you can get the supplies to do just that
to be continued...
Training "pets" would be interesting... I agree with this. Except for the pet shop part.
if anyone has any ideas or faults about this please reply so
elder scrolls rocks :toughninja: :goodjob: :celebration: :obliviongate:

This post has been edited by demonhawk: Today, 01:29 PM

If any of that sounded harsh I apologize. In advance. Just my opinion on your opinion :hugs:
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john page
 
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Post » Thu Jun 10, 2010 7:43 am

I agree that companions should be fleshed out a lot more. First things first, communication in battle. Just having them either follow you or wait is not enough. Luckily, we're not yet using one button on the controller, which is the button for grabbing objects (LB on xbox 360). It's useful when you're sorting stuff in your house, but it doesn't really have much use in battle unless you disarm somebody. The companion mechanics would work like this: Normally, they just follow you. If you've got your weapons drawn, and click the grab button, it's used to give orders. Aiming at a spot on the ground and clicking means a "move to" order. If you click it while aiming at an enemy, it's an "attack" order. If you sheathe your weapons, it automatically gives the "follow" order to your companion again. This of course also works on summons. Furthermore, if you sneak, your companion goes into sneak mode too.

Of course to realise all this in a good way, the combat AI should be improved. For example, there should be a decent fight or flight AI. A mercenary you just hired won't put his life on the line for you if you're fighting a losing battle, but a summoned creature would. If you've given someone a "move to" order, they'll guard the spot, either using ranged attacks from there or attacking enemies close to that spot. If the enemy moves away from the spot, they won't go chasing after them. If you click on your companion, he'll be ordered to fight more defensively. If you click on a switch, they'll activate it. If the AI does all this right consistently, you can actually have a proper battle plan where a melee fighter is posted at the end of a bridge while you fire at enemies from safety, or where you post an archer on a ledge while you hold the fort downstairs.

It would also be nice if there would be more possible companions. For me they don't absolutely need a great backstory or something like that, but just a decent amount of them with different strengths. For example, you could get fighter's guild missions where they tell you to pick one of the lower ranks and help you out on a dangerous mission. Mercenaries for hire would be a great addition too, where they charge by the 6 hours. It should also be possible to convince someone to join you, by getting their disposition to 90 or higher. Keeping them with you would require their disposition to stay at that level of course, so it would require speechcraft and personality rather than illusion skill. It should be limited to NPC's that can actually fight of course.

If all this is implemented there could also be puzzles that require multiple people/creatures.
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rae.x
 
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Post » Thu Jun 10, 2010 9:04 pm

as an addition to summoning (idk if this has been said) but i want to be able to summon a monster that stays until its killed in battle or i use a spell to send it away (maybe if they used this summoning couldnt be spammed till your at max level as easily)


Its called a familliar, and yes it would be great of mages in TESV had familiars.
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Megan Stabler
 
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Post » Thu Jun 10, 2010 2:03 pm

New magic system:

Instead of having different effects that can be altered in riduculous detail, like water walking for 29 s or 17 points of fire damage in 3 feet for 4s, make several unique spells and assign them to the appropriate school. For example you could make a spell called "Haste" that makes you attack and run faster that belongs to alteration. Nothing too complicated about it. Just look at Baldur's Gate for example that has an excellent magic system where each spell is unique and interesting. It's all about immersion.

New Skill - Lore:

If you find a magic item, how would you know what it does unless you read about it in a book or could "read" the magical properties of the item? That's where this skill comes in. You should still be able to use magic weapons and armor but to reveal the effect and it's values this skill is needed. Some items could also be cursed, which will add incentive to train this skill.
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Hazel Sian ogden
 
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Post » Thu Jun 10, 2010 7:31 pm

All I really want is for them to implement a free look camera. They create these beautiful worlds for us to wander in, but don't give us any way to turn our heads and look at the surrounding scenery while we travel. All MMOs have free look cameras these days. These games are just as expansive and free roaming as MMOs. Why can't we get one too.

They gave us a free look camera while riding a horse in Oblivion, but the second you got off you lost it. I shouldn't have had to implement a free look camera for Oblivion, FO3, or NV. To make matters worse, only Oblivion allowed me to kludge one without the script extenders. Due to the changes in the vanity camera implementation for FO3 and NV, I couldn't have developed one for those games without the script extenders.

If they aren't going to give us a free look camera, I'd like to at least request that they change the vanity camera back to the way it worked in Oblivion.

In Oblivion, if you held down the vanity camera key, when you released it, you were returned to the mode you were in when you pressed it (first person or third person).

In FO3 and NV, when you push the key down, you are immediately switched to the other mode (first person or third person). This made no sense. If you wanted to get a vanity look at your character, you were switched to your non-preferred playing view and had to hit the key again to get back into the mode you like.
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dav
 
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Post » Thu Jun 10, 2010 11:55 am

A more advlt tone

Better dialogues

Quests with multiple choices, leading to different consequences, that can themselves impact other quests


I have to say that after seeing what Obsidian did with Fallout N:V, I'd be very curious to see how they would handle the TES licence. Not going to happen anytime soon unfortunately :(
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Love iz not
 
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Post » Thu Jun 10, 2010 7:25 am

A good game.
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SEXY QUEEN
 
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Post » Thu Jun 10, 2010 1:49 pm

My Opinion on the Combat

I think the main issues were the lack of fleshing-out the combat in all aspects.

Nobody would charge into you and knock you down early-on, or have a lasting effect from being 1 point away from death. It was all so obviously a computer-implemented system, which is why it wasn't exactly good.

You had 6 options for fighting close-up:

  • Block
  • Hit
  • Side-Strong Hit
  • Back-Strong Hit
  • Forward- Strong Hit
  • Do Nothing


Those are completely fine, what else are you supposed to be able to do? The ability was there, just not the full possibilities realized.

Fighting up close should be harder than it is. For you, and for the NPC(s). You have to need to block and watch your back, you have to need to think strategically about how you need to attack, you have to sometimes run away from a fight because you picked the wrong one; but as we all know there wasn't much of that in TES:IV.

Anyway, armor and weapons should matter more (Dagger vs. Steel Armor?) (Arrows vs. Fur Armor?), as well as a few other factors.

Weapons Matter More

Simple really, the weapons do more damage when they land successfully, and put you in a sticky situation if they don't. I'm not saying "Go hyper-realism!" because that svcks unless you want it. What I'm saying is when you swing a wicked heavy sword and miss, it should be more than just *swoosh* with a wicked low amount of time until you can swing again. And thus power-attacks with heavy weapons should be high-risk (leave you open for longer) but devastating if they hit...

Leading me into:
Accuracy
NPCs missed sometimes in Oblivion... sometimes. That was usually because you were bouncing off the walls, screaming "Don't kill me!" and running to the nearest exit. If they were on the top of a hill, and you didn't see them, they'd nail you in-between the eyes every time. Which is GREAT, on a technology standpoint. Predicting movement like that is genius, and must have taken a lot of time to master. On a semi-realism standpoint... not so great. It didn't matter the NPCs skill, if they had a bow you'd end up being a pincushion to their slow-flying arrows. The arrows themselves were FAR too slow. They didn't fling forward, they glided at a moderate rate. But the NPCs themselves were also far too accurate. Seeing an enemy NPC with a bow, personally, makes me go: "Agggghhhh..." because they run away, can aim WHILE they're running away and facing away from you, and they never miss.

Skills
Combats skills were almost nonexistent. (If you do a side-attack you might disarm, and if you do a front attack you might paralyze!). They didn't have names or anything, and you didn't have to learn them from anybody. From hitting enough people with a blunt object you learned the advanced art of blade-acupuncture to paralyze them (but not permanently), knock them down (without a specific animation for doing so, or being able to try all the time), or blow the weapon out of their hand (but only sometimes).

I get that those kinds of skills shouldn't work all the time, or even most of the time. But when you do the same exactly thing you did before but now it knocks people down it's a little less... special. If we could learn moves like: Parrying, Disarming, Deflecting, Rushing, Stabbing (instead of cutting), and implementing jumping into the weapon skill it'd be a lot more fun. I can just imagine having a high acrobatics on a character and doing a side-flip while holding a bow and it going into bullet-time for aiming. Would that mean VATS? No, it'd mean I'd have a limited amount of slow-mo time to fire. Personally I think that'd be amazing.

Jumping

Same thing with jumping and swinging items, why not add special animations to them? (How many people do you know who can stay facing straight while jumping but swinging something that weighs 40 pounds?) I think if you're in mid-animation and you hit the ground, you should fall unless your acrobatics is high enough, in which case you can do a roll... Acrobatics should also be like... impossible in heavy armor. I don't think back-flips are conceivable when you have armor that weighs more than you on. I also think dodging should be less over-dramatic and (throw yourself into a dive), at least at lower levels. It should be available at lower levels, but be a simple duck/jump/sidestep, IMHO.

Health/Fatigue & You
Health should impact you greatly. I really like the locational damage in Fallout 3. Cripple somebody's arm? They're less effective and drop the weapon for a while. Cripple somebody's legs? They limp. It's brilliant. However, if they're 1 hit away from death they're still up and running, IMHO I'd have them get weaker and slower as their health goes down, maybe reducing to a shuffle, running away from you, or passing out (if you're using blunt objects, or fists).

Fatigue should recover much less slowly, but it shouldn't be impacted so greatly by actions. Running for a while (depending on your level of Athletics) should eventually tire you out. With swinging a little dagger, power attacks or not, it isn't that hard to do, you could probably do it for an hour non-stop. The weight of the stuff you have on you should also slow you down and make your fatigue greater, but (like I said before) they should be much more powerful. (Why didn't you sink if you were over-encumbered [or very close to it] in the water?)

Inventory Issues

Now, we're all guilty of it. You're really hurt, you're probably dying, but you've got a potion that completely heals you up. In fact, you've got 10! As great as they are, there should be a sort-of... "immediate inventory" (the stuff you have on) system that you can use, and when fights have started you shouldn't be able to enter your main inventory and take out specific things to help you out. There should be like... 10 potions, 1 other weapon, something like a wand, a few scrolls, and that's it. Of course they'd have to balance out the rest of the game, but I hated everything being a potion chugging-fest.

Thanks for reading!! :)
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amhain
 
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