» Sun Aug 09, 2009 4:13 pm
I guess my biggest suggestion is to not be lazy. The level scaling and scaled loot was put there to save time from not needing to balance areas and hand place every pair of calipers in every barrel, but it dragged the quality of the game down a TON. I was able to kill a bandit in a dungeon with a single arrow to the back at level 1, and then spend my entire supply of arrows on that very same bandit by level 20, before finally resorting to hacking him to death with my sword for another two minutes. What part of that makes sense, or even sounds fun?
I could go to the richest, largest city in the land, find the richest, largest district of that city, break into the largest, wealthiest looking house there, and find a chest in the bedroom with a very hard lock, open it....and find calipers, and maybe tongs. Two hours later, I may find 20k worth of armor on the corpse of a man who lives in a ruined fort and robs passer by's of 10 gold coins for a living. That also made no sense, and wasn't very fun.
Try to make the game feel less desolate. Even the Imperial City felt like a tiny, tiny village, even while every character and book in the game described it as a huge expanse of wealth and people. Were there even 100 people, not counting guards? Everything just felt very small scale. Numerically, they may have been similar, or the Imperial City may even have been larger, I don't know, but Vivec seemed to offer more people and more space than nearly all of Oblivion. I'd like to see more of that. And seeing as how most of the NPCs are totally unnecessary, existing only to repeat the very same rumors while they go about their daily routine of wake up, stare at wall in house, walk to bar, stare at wall there, go back to sleep, it can't be that hard to add more NPCs. You aren't creating new items, quests, and dialog for 90% of them as is, so you might as well give the game a feeling of being populated.
More moral variety. Give enough dialog choices so that it makes sense for a good character to be doing the main quest, and so that it makes sense that an evil character is doing the main quest. Include more evil factions. Oblivion really only had the Dark Brotherhood. The Thieves Guild was less of a Cyrodil crime family and more of a Robin Hood thing, and there's already enough of that, I think. I don't just want choice of sword and class, I want choice of character.
Non-hostile wildlife should outnumber hostile wildlife, or at the very least, it should exist. Is the state of the empire and it's security so poor that I can't even step outside the walls for a few feet without suffering an attack by Imps and Mountain Lion's? Wouldn't it be a much more immersive world if things existed in it that DIDN'T want to kill me, just like the real one? Have enemies, by all means, but not so many that a walk of 30 feet becomes a chore.
Keep your own lore in mind. If you're going to describe glass, ebony, and daedric items as being rare and expensive, don't place them onto half the population, regardless of what level I reach, especially not people who live in caves.
I'd like effects from potions and spells to last longer, ala World of Warcraft or The Witcher, so that they are actually useful. As it is, most of that stuff caps out at 120 seconds without resorting to pseudo-cheating, and once you get up to the higher levels and the scaling makes it so that each fight takes over 150 hits to decide, they barely have time to make a difference.
More voice actors, and maintain voice consistency with the characters. Several characters told me rumors in one voice, and then told about the Grey Fox in another, before telling another citizen about the troubles in Summerset Isles in yet another voice.