TES V Ideas and Suggestions #187

Post » Wed Jul 28, 2010 12:42 pm

More first person animation. In fact, better animation all round. I would even go so far as to advocate removing third person options (except for vanity mode and the character model in the inventory screen) just so that maximum focus can be put to first person animations. This is crucial for immersion.

Much wider variety of clothing and clothing options. And cloaks. Give us cloaks. Not capes. Cloaks. With hoods.

More varied factions that require more specialisation in their archetypes for me to be successful in them. ie I shouldn't be able to finish every single faction questline with one character unless I really min/max

More voice actors. I support voiceovers - they're pretty much necessary for modern big budget games - but for the love of all that is holy don't blow your entire budget on Sean Bean. He added nothing to the game.

while i completely agree with you, i have to say that they probably shouldnt get rid of third person, i personally dont use it, but im sure there are plenty of gamers out there that prefer third person, and id rather beth not do things to shrink their fanbase a bit. again i dont like third person, i just realize that there are people who do
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Georgine Lee
 
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Post » Thu Jul 29, 2010 3:50 am

IMO we'd be well off with light and heavy armour, but the way they work could improve, more or less like:

- Heavy Armour: helps absorb damage (some skill dependent amount, say 20-40 physical damage), does not avoid being hit. Makes you run less (maximum speed 75-80 %) and significantly decreases spell effectiveness (to about 50-60%, whatever); you can NOT sneak in HA (even wearing one piece? Am not sure); highest enchantment potential (maybe).

- Light Armour: helps absorb little damage (some skill dependent amount, say 5-10 physical damage), helps avoid being hit (let's call it AR of don't know, 15-25). Makes you run a little less (maximum speed 80-90 %), allows to add some fraction of Agility to AR (10-20% ?) and has a small penalty to sneak, unless Sneak is above 75; somewhat decreases spell effectiveness (to about 70-80%, whatever); good enchantment potential (maybe).

- Unarmored (please!): no way to absorb physical damage; allows great fraction of Agility to add as AR (50-65 ?); only way to gain a full dodge move (or should Dodge be a skill on its own? I imagine someone in full Heavy Armor dodging... what?); no penalty to sneak, if NO Armour at all; no decrease in spell effectiveness; limited / medium enchantment potential (maybe).

The Armorer skill giving additional 'item health' is ok with me, as well as its ability to repair magic stuff (only think that this should be at 75 and not 50, toooo easy....).

Adding to that different materials and I think we're good in terms of variety and overall skill mechanics.


I agree with the idea for multiple defense values, a rating to avoid being hit altogether (evasion), damage reduction, parry/block

also agree with agility/speed penalties tied to weight of armor (not type though)

spell effectiveness, sneaking and picking pockets are all already influenced by armor weight (not type)

I think they should dump the type(s) of armor all together (heavy, medium, light, unarmored), and simply increase the magnitude that armor WEIGHT influences other aspects of gameplay. A single skill for evasion would work nicely (no penalty for unarmored, increased penalty based on armor WEIGHT). Damage reduction should not be based at all on a skill.
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Mr. Allen
 
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Post » Wed Jul 28, 2010 1:28 pm

For the magic system, I've always thought it was a bit stupid that you could only cast the exact spells that you have in your menu. For example, if a mage has a 100% chameleon spell, then why can't he just cast a 50% chameleon spell. It isn't as if each spell is completely different from another. Possibly Bethesda could include some sort of effect intensity-area-time-magicka modifier menu with sliders that would allow you to adjust the specifics of a spell you've learned. This would have to be limited, of course, or else we'd have guys just sticking with Flare and then turning it into a nuke at will, etc. The effect intensity would be the damage, percent reflected, points added,etc. The area would, quite obviously, be the area, and same with time. The magicka slider would allow you to control the total amount of points you could put into it (percentages would be tied to points).

On the subject of Enchanting, I say Bethesda brings back Enchanting as a skill and vastly ups the price of enchanting. It shouldn't be exclusively a Mages tool, but it should be biased towards spellcasters.
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Charlotte X
 
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Post » Wed Jul 28, 2010 11:19 pm

For the magic system, I've always thought it was a bit stupid that you could only cast the exact spells that you have in your menu. For example, if a mage has a 100% chameleon spell, then why can't he just cast a 50% chameleon spell. It isn't as if each spell is completely different from another. Possibly Bethesda could include some sort of effect intensity-area-time-magicka modifier menu with sliders that would allow you to adjust the specifics of a spell you've learned. This would have to be limited, of course, or else we'd have guys just sticking with Flare and then turning it into a nuke at will, etc. The effect intensity would be the damage, percent reflected, points added,etc. The area would, quite obviously, be the area, and same with time. The magicka slider would allow you to control the total amount of points you could put into it (percentages would be tied to points).

On the subject of Enchanting, I say Bethesda brings back Enchanting as a skill and vastly ups the price of enchanting. It shouldn't be exclusively a Mages tool, but it should be biased towards spellcasters.


I can imagine some on-the-fly spell mechanic working in something similar to Fallout's VATS system.

What if you could premake custom spells based on the magical effects that the mage knows. The number of quick-slot spells could be determined by Intelligence. You could also introduce a spell book element or item that could provide additional quickslot spells.

So the premade skills could be used like any spell already in Oblivion, but the on-the-fly spell mechanic could impose a penalty for being rushed or being unfocused, as opposed to the precalculated and 'planned' spells.
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Claire
 
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Post » Wed Jul 28, 2010 7:18 pm

A little rumor told me that TES V would be a more powerful Fallout engine. DON'T, make a new engine, I don't care if it takes another 2-3 years. Hell, I say use the CryEngine 3 :)
More spell customization, please? Lol
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Nitol Ahmed
 
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Post » Wed Jul 28, 2010 9:48 pm

For the magic system, I've always thought it was a bit stupid that you could only cast the exact spells that you have in your menu. For example, if a mage has a 100% chameleon spell, then why can't he just cast a 50% chameleon spell. It isn't as if each spell is completely different from another. Possibly Bethesda could include some sort of effect intensity-area-time-magicka modifier menu with sliders that would allow you to adjust the specifics of a spell you've learned. This would have to be limited, of course, or else we'd have guys just sticking with Flare and then turning it into a nuke at will, etc. The effect intensity would be the damage, percent reflected, points added,etc. The area would, quite obviously, be the area, and same with time. The magicka slider would allow you to control the total amount of points you could put into it (percentages would be tied to points).

On the subject of Enchanting, I say Bethesda brings back Enchanting as a skill and vastly ups the price of enchanting. It shouldn't be exclusively a Mages tool, but it should be biased towards spellcasters.


I am gonna pig-tail on this and suggest spells have to be charged a few seconds before they reach their listed potential. Hold the spell-cast to charge, click to release. Also, the charge is what drains the magicka and not the cast itself. Finally, the ability to "save" the charged spell. For instance you charge up Spell 1, and don't cast but switch to Spell 2; which you then charge.
A charged spell may lower your upper magicka limit by 10% of the [total] spell cost.

This kind of mechanic allows a mage character to prepare for a battle in their own way, as well as add in some variable to the spells.
[edit] It would also work well with the lower limits on spells, with strong but low span spells working for fast combat and keeping a strong but low span charged as a backup.

A similar system could be added into enchanting / enchantments so each shot has to be charged, changing them from their machine gun status.
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Peetay
 
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Post » Thu Jul 29, 2010 2:04 am

No more 100% resist/absorb/reflect anything effects, thank you. Max should be 80-90%. Same thing for invisibility and chameleon, they should hear you if you don't sneak.

About sneaking: i want to be able to go around a corner and if my sneak skill is 50, the enemies would go there and start looking for me, not know instantly where I am no matter where i go.
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Alycia Leann grace
 
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Post » Wed Jul 28, 2010 7:06 pm

No more 100% resist/absorb/reflect anything effects, thank you. Max should be 80-90%. Same thing for invisibility and chameleon, they should hear you if you don't sneak.

About sneaking: i want to be able to go around a corner and if my sneak skill is 50, the enemies would go there and start looking for me, not know instantly where I am no matter where i go.


I think 100% chameleon should work but yes npcs being smart enough to become suspicious when they hear a noise and at least attack the last "heard" location when you're attacking them from invisibility. Even if it's just swinging randomly it'd provide some realism and if the enemy is powerful, still a challenge. I'm not against immunity to magic either. As long as you can't become immune to physical and magic. I think any resist item should come with a weakness. So maybe someone immune to magic will be very very susceptible to melee? Interesting things Bethesda can think about.
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Brandon Wilson
 
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Post » Wed Jul 28, 2010 12:54 pm

I think 100% chameleon should work but yes npcs being smart enough to become suspicious when they hear a noise and at least attack the last "heard" location when you're attacking them from invisibility. Even if it's just swinging randomly it'd provide some realism and if the enemy is powerful, still a challenge. I'm not against immunity to magic either. As long as you can't become immune to physical and magic. I think any resist item should come with a weakness. So maybe someone immune to magic will be very very susceptible to melee? Interesting things Bethesda can think about.

Yes well that about the chameleon, if it could be done it would be great, but I think it will be hard to program NPCs to behave like this.
Leaving physical resistance low when beeing immune to magic would be a step into the right direction too. However I don't want to see 100% resistance to magic possible with 2 things: breton+mundane ring for example.
Reflect damage: if an NPC realizes you have some heavy reflect damage stuff, they should try a different strategy instead of simply killing themselves on you. What they should do is not clear to me, I've got no idea what they could be doing instead, but this reflect damage shouldn't be able to reach 100%.
The difficulty level in Oblivion is not very well thought through, the only way to survive at hardest difficulty is to make a spell combo with weakness to magic, or 100% reflect damage and resist magic, or almost reach 100% in them.
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Sheila Reyes
 
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Post » Thu Jul 29, 2010 3:51 am

After playing New Vegas in hardcoe mode, it was really interesting to see suddenly a real purpose and use for food and drink items.

It would be great if some version of this could be implemented in the next Elder Scrolls. Certainly some consumables are needed for potion ingredients, but it gives the food and drink items a significance in the game that really adds to the balance and fun of the game. There could be a real reason to look forward to buying food and drink items at taverns, etc.
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Tha King o Geekz
 
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Post » Thu Jul 29, 2010 1:48 am

1) Difference between armors and race/six. The same piece of gear would change a little bit from what race or what six you are. This is especially when it comes to the beast races with headgear/boots.
2) Armor customization. You can change the appearance of your armor. Like horns for headgear, and your own symbol on your shield.
3) Different body models for races. Like they did in Morrowind. It annoyed me to not see the difference between an Imperial and a Breton right away. Maybe the body models could be customizable in the character creation too.
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Ebony Lawson
 
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Post » Thu Jul 29, 2010 3:07 am

I want this game to focus mostly on more types of animations, for example, farmers that put their harvest in a basket while they stroll over the whole field. Use of domesticated animals to sow seeds. Wood chopping on trees, making them fall, becoming an inanimate object "dead tree", that can be chopped in smaller parts. Animation for collecting of chopped wood.

Use of wagons for transportation of goods or people. Wagons driven by horses as well as NPCs in different sizes.
Boats that can be rowed or rowed with animation, and is propelled forward, a much smarter alternative to swimming.

Cleaning roads, guards should either push the corpse of the road, or if it's a dead NPC, maybe dragging it to town with help from other guards.
A drag corpse animation and a drag heavy objects animation for both player and NPCs. Hiding bodies to keep your cover.

Different and interesting magical effects, and making targeting spells controllable like in Dark Messiah, where a great fireball can hit an opponent from behind.
As it is now its pretty much a light cloud in different colors that fly, and the target shines up in some color when struck.
Levitation spell, gives access to hidden areas.

Making lock picking more exciting by changing it to real time, where you have to check over your shoulder every now and then.
Implementing mechanical traps, for thieves/hunter, as a part of security where you can disable traps by lock-picking them, or arming traps, like bear traps.
Flash bombs/smoke bombs for stealth types to escape.
Implementing a crawl animation and ability, so that you can sneak through some walls with hole in them, or just simply hide in a bush.

Implementing a bash animation, and a bash ability, on doors or containers. It damages your weapon, but if the lock is weak, or the material its made of is weak, you might get treasure.
Hand-to-hand needs attack combos and grips, other weapons could need combos too.

Adding interesting and challenging locations to get to. Where acrobats skill might be needed to jump over a hole, or athletics to run by a door that is slowly closing. Holes in walls that you need to crawl through, not based on any skill though. Places where you need to have underwater breathing, would be interesting as well. Achieved from an ingredient, spell, potion, scroll or feat(argonians).

Night-vision turns on and off automatically for khajits and people with it casted on them. Not the everything is green vision, but you just see everything lighter than it actually is.

Lastly a wider area to explore (not as important though, as long as it's a rich small area we get). In oblivion I felt like no area had any challenge except mobs. But most fun in games are mostly the things where you don't have to kill anyone. Where puzzles are involved and secret areas.

A climbing animation would be awesome and ladders or ropes. Climbing walls and mountains is probably to much to ask. Climbing ladders to get to secret areas where you otherwise would need acrobatics or levitate to reach. Climbing some vines covered wall and at some places ropes could probably be a possibility.

Making the game world a little darker and not as warm as fuzzy as oblivion would improve a lot for my experience but this is a matter of taste.
Static objects like dead trees, plenty of rock.
Adding stupid weapons, like frying pans and small forks.
Adding serious weapons, like crossbows, poler-arms, throwing weapons.
Adding shallow streams of water to the game world.
More life in the water, fish, water creatures, seaweed and junk.
Separate armor parts, left/right glove/shoulder/braces/legs.
Strong weapons and strong armor should be much much rarer.
Clothing under armor.
Cloaks with/without hoods on top of armor.
Different kinds of staffs, wands and rods.
Scroll making, enchanting.
Making conversation real time, I don't want to stare at the lipsync while I talk to npcs.

Lastly, areas that looks interesting and more kinds of creatures.
http://365sunrise.files.wordpress.com/2010/02/img_2736.jpg
Vertical mountain walls, with caves, without a door as an entrance.
http://www.yttervik.se/kvarn/index-filer/fors.jpg
Small rivers streaming down mountains.
Thick forests, and large bodies of water, so that there are a need for boats ^^
Creatures: Giant spider, scorpion, werewolf, and other wild creatures(not daedra creatures) from the lore.

My personal changes would be to use reagents to make spells more effective, or the use of reagents to use scrolls, but this probably doesn't belong in the game at all but should probably be modded instead. Reagents like gems and herbs.
Remove block from skills and add shield instead, as someone said here or in another thread, your block skill should be integrated in your weapons skill.
Light armor and heavy armor skill don't make any sense to me.
Armor might have some effect on your spellcasting, but can also be enchanted, so their are benefits and losses.
Eating garlic or keeping garlic around you, would keep vampires away from your camp in the woods while you sleep.
I missed lanterns in oblivion, and would like to see them again.
A hardcoe mode for us realism lovers.
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Lucie H
 
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Post » Thu Jul 29, 2010 3:05 am

This has probably been suggested before, but I'd love to see completely customizable weapons. Not like put some gems on the hilt and engrave the blade, but be able to completely design your own weapon at a blacksmith shop, wait a few days then pick it up. Same with armor. Maybe have certain rare chunks of metal that you can harvest out of mines, then take that to a blacksmith and forge it into whatever shape you want as a blade. Or rare woods that you can harvest then custom build a bow with it.

Other than that, the only other thing I desperately want is PARKOUR skill for thief characters! And a grappling hook would be a nice gadget too. A fully functional one, so you can either throw it onto a roof and climb it, or throw it across an alley and swing from it.
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Nice one
 
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Post » Wed Jul 28, 2010 12:41 pm

For the magic system, I've always thought it was a bit stupid that you could only cast the exact spells that you have in your menu. For example, if a mage has a 100% chameleon spell, then why can't he just cast a 50% chameleon spell. It isn't as if each spell is completely different from another. Possibly Bethesda could include some sort of effect intensity-area-time-magicka modifier menu with sliders that would allow you to adjust the specifics of a spell you've learned. This would have to be limited, of course, or else we'd have guys just sticking with Flare and then turning it into a nuke at will, etc. The effect intensity would be the damage, percent reflected, points added,etc. The area would, quite obviously, be the area, and same with time. The magicka slider would allow you to control the total amount of points you could put into it (percentages would be tied to points).

On the subject of Enchanting, I say Bethesda brings back Enchanting as a skill and vastly ups the price of enchanting. It shouldn't be exclusively a Mages tool, but it should be biased towards spellcasters.
That sounds pretty good. I'd like to see spells cast as a collection of effects, and named spells are a training ideal to teach you those effects. Fireballs for an easy example, one you've practiced or used the example standard spell enough, you can modify how you cast it with sliders in your spell book. The higher your skill is above the ideal, the faster you can cast the ideal, so by destruction level fifty you should be able to cast the destruction level fifteen fireball like a machine gun, or make one large slow burning blast, or anything in between.

Then for each willpower spell type, they make sliders concerning how it's used. Duration, magnitude, area, range, and so on. Intelligence spells I feel should be ritual magic, taking more time and requiring items, so it would depend more on what you get to make them than the sliders.
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Stephani Silva
 
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Post » Wed Jul 28, 2010 12:37 pm

1) Difference between armors and race/six. The same piece of gear would change a little bit from what race or what six you are. This is especially when it comes to the beast races with headgear/boots.
2) Armor customization. You can change the appearance of your armor. Like horns for headgear, and your own symbol on your shield.
3) Different body models for races. Like they did in Morrowind. It annoyed me to not see the difference between an Imperial and a Breton right away. Maybe the body models could be customizable in the character creation too.


I agree with the morrowind comment but not the oblivion. There is a slight difference to females wearing armor pieces and males. Put a female in ebony and a male and you'll see a small difference. Which is all it should be, small.
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Chris Ellis
 
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Post » Wed Jul 28, 2010 1:48 pm

Nice suggestions! Trying to keep this post small, I abbreviated your post.
I want this game to focus mostly on more types of animations...
I agree, more animation means more realism, and more human animation is not that much of a cost to the developers.

Use of wagons(and boats) for transportation of goods or people...
Only if the make fast travel only work for major towns and not everywhere. I don't believe they'll get rid of FT altogether but hopefully it will only be to major towns. Then they could bring in extra transportation, horses would have a larger need and they could bring back mark and recall(something many players have wanted back anyway)

Cleaning roads, guards should either push the corpse of the road, or if it's a dead NPC, maybe dragging it to town with help from other guards...
Yes! Bodies should bring attention and make people more alert to their surroundings. Let's say most people go to sleep with nothing on them, then let's say you murdered someone, but failed to hide the body and someone found the body. Now there would be a high alert for the town. Maybe more guards, and people would sleep with weapons until the issue is solved(Perhaps by persuading a guard to call of the man hunt or talking to a certain thieves guild member who might help)

And yes, it would be way better if people could move bodies off the roads, or streets. Perhaps even go as far as talking them to a cemetary that if you have a shovel you can dig them up and see what they had on them, if you didn't already.


Different and interesting magical effects... Levitation spell, gives access to hidden areas.
The common argument to why levitation was taken out is that towns were closed up. Well, open towns and bring back levitation dammit. There isn't gonna be that much of a hit on CPU/GPU than being anywhere else. If there is then someone needs to make his/her graphics more efficient and take up less resources(Oblivion didn't use full potential of all the polygons and textures used, so there could be small things done. And small things eventually add up to a larger thing)

I also agree with more interesting magical effects. More variety and excitement for mage characters.


Implementing mechanical traps...Flash bombs/smoke bombs for stealth types to escape...
Not sure about the real time idea. But definitely have traps that the player can utilize and take with him. Also wanted to add, I loved the poisoned apples in Oblivion, add an option where I can use alchemy to poison other foods as well, just for more variety.
Also yes to smoke bombs. Not flash bombs, maybe a bag of sand that you can throw at someones face.


Implementing a bash animation...It damages your weapon, but if the lock is weak, or the material its made of is weak, you might get treasure. Hand-to-hand needs attack combos and grips...
Yes, do this instead of the force lock option. It's basically the same thing, but more realistic and more immersive.
Agreed, more variety with hand-to-hand would go a long way. Some people have complained about Oblivion's combat being boring, so combos would be appreciated by those people I'm sure(Except for the dice rollers I guess lol)


Adding interesting and challenging locations to get to...
Definitely, Morrowind actually had places like this, so the next one needs this too. Where acrobatics, athletics, water breathing and/or levitation are needed(e.g: the passage to Divayth Fyr's room)

Night-vision turns on and off automatically for khajits and people with it casted on them. Not the everything is green vision, but you just see everything lighter than it actually is.
I guess, I never really used night-eye so I don't really have an opinion on this one./color]

Lastly a wider area to explore... In oblivion I felt like no area had any challenge except mobs. But most fun in games are mostly the things where you don't have to kill anyone. Where puzzles are involved and secret areas.
Tbh, Morrowind felt much larger than Oblivion did, and it was quite the opposite really. Oblivion has huge open spaces, which would make you think that it was look bigger, but it didn't. Morrowind have more places to explore in a smaller area so it gave the illusion that it was much larger. In Morrowind you could travel to a town 100 times and the 100th time you may discover a cave right outside the city wall that you never knew about until then(maybe because you were busy with the other hundreds of things to do, or it was hidden pretty well, or even in plain sight lol) Things like compass markers and fast travel also take away from the vastness of it all. More secrets, easter eggs, and more things to uncover.

A climbing animation would be awesome and ladders or ropes...
Yep.

My personal changes would be to use reagents to make spells more effective, or the use of reagents to use scrolls... That could be cool.
Remove block from skills and add shield instead, as someone said here or in another thread, your block skill should be integrated in your weapons skill.Not something that bothers me.
Light armor and heavy armor skill don't make any sense to me.It does to me in a way, but maybe fallout NV style armor would be better(except have the armor in separate pieces, instead of one suit)
Armor might have some effect on your spellcasting, but can also be enchanted, so their are benefits and losses.Agreed
Eating garlic or keeping garlic around you, would keep vampires away from your camp in the woods while you sleep.Agreed
I missed lanterns in oblivion, and would like to see them again.Agreed
A hardcoe mode for us realism lovers.[color="#FF0000"]Definitely agreed





Here's another suggestion, that I may have already stated somewhere else, but can't remember(or find it)
But guilds should have requirements again. You shouldn't just be able to walk into the Mages guild with no mage skills and become Arch-Mage by doing a few favors. Morrowind style requirements combined with doing quests would be the way to go.
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sara OMAR
 
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Post » Thu Jul 29, 2010 4:13 am

It has surely been said before but: I want to see my feets and lower body when looking down in FP view!
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Taylor Bakos
 
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Post » Thu Jul 29, 2010 2:12 am

Id Tech 5 please. Gamebryo makes me sad.
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Lovingly
 
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Post » Wed Jul 28, 2010 7:45 pm

After playing New Vegas in hardcoe mode, it was really interesting to see suddenly a real purpose and use for food and drink items.

It would be great if some version of this could be implemented in the next Elder Scrolls. Certainly some consumables are needed for potion ingredients, but it gives the food and drink items a significance in the game that really adds to the balance and fun of the game. There could be a real reason to look forward to buying food and drink items at taverns, etc.


I agree 100%. There has been games in the past that required everyone to eat and drink and it definitely creates a more challenging dynamic. It creates situations where you actually have to plan before you go walking off into a dungeon somewhere where you may end up stuck for days of in-game time. hardcoe mode made FO:NV an even better game for me.
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Andrea P
 
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Post » Thu Jul 29, 2010 5:07 am

When I was in grade 7 and a friend told me about this cool game called the elderscrolls and how you could do and be anything, I literally took his statement word for word. He said that I could be a merchant if I wanted to, however when Morrowind was released in 2002 or whenever, there was a bartering system, but I personally could not become a merchant, and I've always found that aspect interesting.

I'm going to use Oblivion as my example, as its current, and most people can identify with what i'm talking about.

Imagine buildings in bruma or Skingrad, similar to houses for purchase, but instead, are shops you can purchase. Each one having larger square footage, depending on the need for it and success of your business. The building sizes are comparable to features bigger homes have in Oblivion, for instance the waterfront home vs Battlehorn castle; you may be able to hire guards for one shop or you may have room for an apprentice smith, who in exchange for gold/silver/raw materials, will craft items which you can sell.

So you purchase a building, and behind the merchants desk there is a chest with everything you'd be selling in it.

Similar to Fallout New Vegas's quest where you have to wait around for customers to enter the silver rush, you'd wait for costumers to enter the cell. Radiant AI (or whats left of it) would define what a customer needs and wants. The challenge to the player is figuring out what the customer needs and then managing to supply it.

Unlike games in the past, when an NPC prompts you to purchase an item you set the price, and they slowly try to haggle it cheaper. Obviously your mercantile skill will help in order to minimize losses.

Throwing a barter system into the equation might add a little too much sophistication, as theres a lot of knick-knacks that NPC's carry around...adding virtually nothing to the transaction...the AI might even try to sell the NPC's clothes...so sticking to gold would be the intelligent route.
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Blackdrak
 
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Post » Wed Jul 28, 2010 4:20 pm

For weapon crafting...

Break up the sword or bow models into many parts/sections...

Here are the Parts... ( Hilts, frames, strings, actual blades)

Now here's where it gets interesting. BETHESDA LOOK... Place each of "categories" under Iron, Steel, Dwarven, Glass, Ebony, Elven, Daedric etc Classes. EX. A bow with a Daedric handle, Glass frame, and Elven string. And for each piece, make more than one model. In MW Daedric had many types of helms, why not make different looking hilts or blades then making all of them the same. Like maybe 4 different types of hilts under Daedric category to add variety.

To base these items on rarity, make these pieces obtainable through either simply finding them, or getting the required ore from caves to forge them, under which forge can become a new skill. And make them rare to find like Morrowind. Maybe one very difficult cave under a volcano would have daedric ore where it's guarded by dragons or something so you cant run down there at lvl 1.

These pieces would all contribute to overall effectiveness, like mods in F:NW. EX. Daedric focuses on raw power and damage, while glass focuses on speed and dps. When these two are combined, you get a bow with good balance and power over just having a full daedric bow that would deliver raw power.
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matt
 
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Post » Wed Jul 28, 2010 6:21 pm

When I was in grade 7 and a friend told me about this cool game called the elderscrolls and how you could do and be anything, I literally took his statement word for word. He said that I could be a merchant if I wanted to, however when Morrowind was released in 2002 or whenever, there was a bartering system, but I personally could not become a merchant, and I've always found that aspect interesting.

I'm going to use Oblivion as my example, as its current, and most people can identify with what i'm talking about.

Imagine buildings in bruma or Skingrad, similar to houses for purchases, but instead, are shops you can purchase. Each one having larger square footage, depending on the need for it and success of your business.

So you purchase a building, and behind the merchants desk there is a chest with everything you'd be selling in it.

Similar to Fallout New Vegas's quest where you have to wait around for customers to enter the silver rush, you'd wait for costumers to enter the cell. Radiant AI (or whats left of it) would define what a customer needs and wants. The challenge to the player is figuring it out and supplying it.

Unlike games in the past, when an NPC prompts you to purchase an item you set the price, and they slowly try to haggle it cheaper. Obviously your mercantile skill will help in order to minimize losses.

Throwing a barter system into the equation might add a little too much sophistication, as theres a lot of knick-knacks that NPC's carry around...adding virtually nothing to the transaction...the AI might even try to sell the NPC's clothes...so sticking to gold would be the intelligent route.


Yeah that would be cool but it would take some time that sounds like a mod in the works.
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.X chantelle .x Smith
 
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Joined: Thu Jun 15, 2006 6:25 pm

Post » Wed Jul 28, 2010 1:53 pm

  • Alchemy should require empty bottles to create potions. It's one more step towards a more balanced alchemy. When you drink a potion, you should be able to reuse the bottles.

  • PLEASE make ESV more class-centric. I mean that you should either be ineffective or completely ineffective at skills that aren't in your class. For example, why should a pure warrior be able to cast beginning spells? Not everyone in Tamriel knows how to cast spells. If you wanted to cast spells as a pure warrior, you would have to get manually trained by someone in that school of magic. Another example is alchemy. One who does not have alchemy in their class should not be able to create potions. Basically, I just hate how in Oblivion you can do everything at a basic level when you only have seven skills for your class. This was actually more alleviated in Fallout 3 where you did not even have the option to pick certain locks or hack certain computers because your skill was too low.

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Wayne W
 
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Post » Wed Jul 28, 2010 11:10 pm

I would like to delete spells from my spell list. I could in Morrowind, but not Oblivion. What gives? I mean really, I can't delete a spell. I have to constantly search through an ever growing list of spells. I like spells. I like to delete old or useless spells. I can't say it any clearer. Let me delete spells. (Obviously, I am talking about XBOX 360 version, not sure if PS3 suffers from same problem, and the PC version basically allows almost anything)

1. Good horses or no horses.
2. Deleting spells.
3. Levitation. I barely knew ye.
4. Fortify Jump. I was Jordan for 200 hours.
5. Less cookie-cutter dungeons. Every fort, cave, ruin, etc. just looks the same after a while.
6. If I want to, I should be able to kill everyone. E v e r y o n e. Like in Morrowind, remember?
7. More varied books. Oblivion's books were pretty bad. Everyone in Oblivion pretty much read the same books. Many books in Oblivion were in Morrowind.
8. Various religions.
9. Towns not separate from the game world. So now you can bring back levitation and fortify jump.
10. Fast travel out of dungeons, or quick escape-only routes.
11. Not as many leveled enemies. At some point, eventually, I would like to be all powerful.
12. Rats that aren't more than half the size of my character.
13. Do not, Do not, Do not, Do not bring back.... cliff racers. Ever.
14. Effect Interaction. I use an ice spell to freeze a character. They are frozen in ice. I use a fire spell to unthaw them. I use an electricity spell to shock them in the pool of water they are standing in. Cool, no?
15. Last one for today: When I slice someone 10 times with a glass sword (a little ironic, you would think it would shatter immediately) or a daedric sword, or any sword for that matter, when I slice someone 10 times, I expect a limb or a head to come off. You don't have to go as far as Afro-Samurai (although I could dig that), but realisticly, I expect a severed body part to hit the ground. Same thing with an axe or mace. I should see your face get destroyed, eyes should be popping out, maybe a broken cranium, etc. etc. Perhaps some sort of killing blow type system, where the final death strike does major disfigurement or physical, depictable, recognizable, harm to the enemy.
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Amelia Pritchard
 
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Joined: Mon Jul 24, 2006 2:40 am

Post » Thu Jul 29, 2010 12:53 am

I would like to delete spells from my spell list. I could in Morrowind, but not Oblivion. What gives? I mean really, I can't delete a spell. I have to constantly search through an ever growing list of spells. I like spells. I like to delete old or useless spells. I can't say it any clearer. Let me delete spells. (Obviously, I am talking about XBOX 360 version, not sure if PS3 suffers from same problem, and the PC version basically allows almost anything)

1. Good horses or no horses.
2. Deleting spells.
3. Levitation. I barely knew ye.
4. Fortify Jump. I was Jordan for 200 hours.
5. Less cookie-cutter dungeons. Every fort, cave, ruin, etc. just looks the same after a while.
6. If I want to, I should be able to kill everyone. E v e r y o n e. Like in Morrowind, remember?
7. More varied books. Oblivion's books were pretty bad. Everyone in Oblivion pretty much read the same books. Many books in Oblivion were in Morrowind.
8. Various religions.
9. Towns not separate from the game world. So now you can bring back levitation and fortify jump.
10. Fast travel out of dungeons, or quick escape-only routes.
11. Not as many leveled enemies. At some point, eventually, I would like to be all powerful.
12. Rats that aren't more than half the size of my character.
13. Do not, Do not, Do not, Do not bring back.... cliff racers. Ever.
14. Effect Interaction. I use an ice spell to freeze a character. They are frozen in ice. I use a fire spell to unthaw them. I use an electricity spell to shock them in the pool of water they are standing in. Cool, no?
15. Last one for today: When I slice someone 10 times with a glass sword (a little ironic, you would think it would shatter immediately) or a daedric sword, or any sword for that matter, when I slice someone 10 times, I expect a limb or a head to come off. You don't have to go as far as Afro-Samurai (although I could dig that), but realisticly, I expect a severed body part to hit the ground. Same thing with an axe or mace. I should see your face get destroyed, eyes should be popping out, maybe a broken cranium, etc. etc. Perhaps some sort of killing blow type system, where the final death strike does major disfigurement or physical, depictable, recognizable, harm to the enemy.


1) Why is no horses a better alternative than bad horses?
6) But it might be problematic if quest critical characters were killed by other NPC's (RAI) or by monsters while you look for 'em.
8) Daedric worship, Mythic Dawn, Nine Divines, Hackdirt... not enough for you?
10)
12) Why?
13) I think the designers pretty much got that message, lol, lesson learned
14) Cool, like Bioshock
15) Increased lethality? Would NPC's be able to sever your character's limbs as well? If not, prepare for the fanatical 'more immersion' crew
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Baby K(:
 
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