TES V Ideas and Suggestions Thread #157

Post » Tue Jan 26, 2010 10:25 pm

I think duel wielding needs to be in elder scrolls V who's with me?


Only if it was restricted to smaller weapons like daggers. Being able to duel-wield longswords or staves would be a bit ridiculous.
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Nims
 
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Post » Tue Jan 26, 2010 4:03 pm


That truck driver might as well include intelligence in the chance to hit, as well as strength and agility.

At some point simpler is better. The weapon skill would be better, instead of another attribute. Reaction time between the player attacking and the character following through would decrease with a higher skill. Maybe swing speed itself could be controlled by weapon skill.

Edit: I think this point still stands, but I just caught the rest of your conversation.
As a baseline I would have to agree that OB combat is the better between the MW and OB. I do really like your hybrid system though, ThatOneGuy. I did not read through the whole post but I like the concept.

One thing to consider would be that if the enemy had no way to escape then even a 'failed' attack would hit. This way cornering an enemy would be a good tactic. And if a dremora was faced with avoiding a sword swing or jumping into a pit of lava, it would take the hit. Also give this http://www.gamesas.com/index.php?/topic/1077635-morrowind-weapons-armor-and-enchantment-guide/ a readthrough and see if it can apply to your concept of weapon damage.
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lauren cleaves
 
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Post » Wed Jan 27, 2010 2:42 am

Some 'Non creatable' spells. Sure it was fun to make your lightning bolt heal you, and to have a touch damage spell that shields you, but the graphics and magic system was limited due to having to fit the criteria of 'mold-able effects'. At the very least they could add more variety to the spells you can create, ie cone aoe's, freezing, area reveal(given there are stealth like creatures). 'Special spells' could include something like Isaac's lesser missile storm, bigby's grasping hand, Scorching ray or a whole host of others. It became rather boring seeing the same 3 special effects for every spell created, yes it's first person, yes they did the job, but more variety sure would be nice.

As to all the people who seem to believe removing certain aspects that were in Oblivion would some how give them 'more room' to do other things.....dvd's literally cost less than 10 cents. If they run out of room on a disc...they will simply burn to disc 2. This may be a new concept to those of the DVD generation but once upon a time games always came on multiple discs, the most that i remember was 8 for Torment or BG2, i don't remember which. Point being, keep voice acting, keep massive repetitive dungeons, keep the detail, just improve on all of them...that is after all what a new game is all about.

I'd like to see more variety in the combat honestly, throw in some 'combat skills' that can be hotkey'd just like spells and have your little guy do a special move for more damage, or even a series of combo's that require certain key presses ala Age of Conan. Death moves never seem to work right, but added gore and blood spray on the screen are definitely doable and quick enough that you would never find yourself in a position wishing it wouldn't have happened. Things like chopping off a head, an arm, severing a torso in half on the 'death blow' would definitely be doable even with the Oblivion physics.

I'd also like to see a much better implementation of the character creation at least in regards to picking your majors and minors. If I choose Combat over Magic, i should gain access to combos, or the combat skills I mentioned and wouldn't have the option to learn some of the more powerful spells. Stealth over combat? Night-vision that really provided day like vision, and added skills for being in stealth. Overall I'd like to see more benefits that matter in shaping your character and less 'nothing matters except how you play' cause in the end, we've all maxed our low level skills to get the most of our stats when there should be a better way.
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Jonathan Windmon
 
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Post » Tue Jan 26, 2010 6:27 pm

Continuing discussion from http://www.gamesas.com/index.php?/topic/1080114-bethesda-going-down-a-bad-path/page__view__findpost__p__15760280



Agility the only factor? What about strength, affecting how fast you can hypothetically fire an arrow or sling a metal edge through the air? What about strength coupled with weapon skill, as a novice will be far clumsier with that blade as compared to an expert, making for slower or interpretable attacks by someone more skilled? What about fatigue, as tired attackers are more erratic, less accurate, and easier to anticipate or dodge. What about luck? There are a whole myriad of factors that could be applied to the chance-to-hit formula, all of which are easily given justification.

Back to the tree and truck example, say the driver's looking out window at you to know when to floor it.

If he's agile and quick, he'll have a better chance of moving the tree out of the way.
If you're not that strong and your swing is slow, he'll have an increased chance of moving the tree out of the way.
If you're not that used to swinging whatever you're swinging and you swing clumsily and slow, he'll have an increased chance of moving the tree out of the way.
If you're tired and your muscles don't' respond that quickly, he'll have an increased chance of moving the tree out of the way.
If he's lucky, or if you're not that lucky, he'll have an increased chance of moving the tree out of the way.

I further agree that the player should readily be able to hit something that's not moving. I don't endorse Morrowind's "swing, sword passes through, and miss" display. That would be why I envision the dice rolls determining whether or not something moves. Always being able to hit a stationary object is perfectly fine, because if the object hasn't moved out of the way or stopped the attack, then it's obviously failed its dodge or block or parry checks. Combat movement, and when to move, would be the new skill-based dice-roll, replacing the old one-dimensional dice-rolls that Oblivion already had.

Now you're over thinking it, making it TOO realistic.
By those standards, no one would EVER be able to wage combat against anything, if you were a warrior class, because you'd die from your opponent intercepting all of your attacks and you'd never land a blow at beginning levels.
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Jason Rice
 
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Post » Wed Jan 27, 2010 6:22 am

Sorry for the double post but, I'd like to touch on the duel wield subject.
I really don't see why Beth doesn't implement duel wielding, especially for daggers and short-swords. Rogue type classes should be able to duel wield. It'd work extremely well on the 360 too, just requiring you to be able to pull the left trigger to swing your left hand weapon, and vice versa for the right. A rogue type class would really benefit from that, especially one not taking up Marksman.
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Cagla Cali
 
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Post » Wed Jan 27, 2010 2:29 am

Only if it was restricted to smaller weapons like daggers. Being able to duel-wield longswords or staves would be a bit ridiculous.

I agree
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Claire
 
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Post » Wed Jan 27, 2010 5:11 am

I want bethesda to bring back the werewolf and wereboar
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herrade
 
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Post » Tue Jan 26, 2010 7:15 pm

I've just come back to these forums after yet another long absence, so I do not know whether or not this has bees mentioned. But for me, what I would like to see added into TES5 is the capacity for true machinima production.
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Kyra
 
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Post » Tue Jan 26, 2010 7:03 pm


I also like the idea of being a shopkeep or shop owner, however, I don't want to be able to own every store in all of cyrodiil, maybe one shop of each category, say a bookstore, a smith, a pub, a general store and a brothel. This way there's competition between store owners to give better prices and keep the customers coming.

Stephen.

EDIT: and when I say one shop of each category, I mean, I can choose from any and all stores in all of cyrodiil, but once I own a smith in one town, I can't buy a smith in another unless I sell the first. This way I can have my shops spread around the world or in one place.


I agree, one shop of each type, it would be boring as hell to own EVERYTHING your eyes see. I'd personally like to run a quiet little book store, but hey, I'm a loser.
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Nicole Kraus
 
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Post » Wed Jan 27, 2010 1:57 am

I do not want to see nameless npc's in towns like there was in Fallout3. That made sad :( Even if they don't have anything interesting to say give them a name! Randomly generate it if you want but a name at least.

I would also like to see the Bandits and such have names like in Morrowind. However. I can accept just "bandit" for them
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Dalley hussain
 
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Post » Wed Jan 27, 2010 5:04 am

I am not sure what Daedric Princes (if any) are worshiped openly by Nords, but if there were any, the shrines associated with them would most likely be the only ones untouched, thus letting the hero summon them in a similar way as ESIV.

They worship no Daedra. They think that Herma-Mora and Malauch are really annoying, but they don't worship them.

'Bout Lycanthropes, I posted this a while ago

...Were-wolf (speed, agility) Were Boar (agility, endurance) were lion (Luck, intelligence) were Bear (speed, strength) Were Croc (Strength, endurance)

Then there would be were-shark. That affliction transports you to the nearest body of water. A wereshark has 100 Agility, 100 Speed, and 100 strength.

Each attribute mentioned would get a 35 point increase. common to all lycanthropes is a 40 point increase in hand-to-hand and 10 points in all magical skills. Magica bar would go through a 1.5 multiplier (you can reach only the quest and magic menus) The were wolf, were lion, and were bear both get a 30 point stealth increase, while the crocodile and boar get an added 100 hp point. Atributes/skills are only changed while a lycanthrope.

Lycanthropes would turn into their animals:
whenever they felt like it (once a day)
When one moon is full, 50% chance
When both moons are full, 95% chance
Immediately before death, 100% chance at 5 hp
whenever you wish upon recieving the ring of Hircine.

When changing, your health and Magica are always fully recovered. No NPC will talk to you when you are in were-form, nor is it possible to purchase anything, since you can't access your inventory. Also, you can only be harmed by Daedric, Mythril, or silver weapons/ arrows as well as hand-to-hand from anyone who isn't a journeyman. Before gaining the ability to change back, you must attack and kill any creature with a 'greater' or 'grand' soul value. If you are seen turning into a Werewolf by anyone who doesn't have a 90+ disposition of you, they will either flee or attack you. If they flee, they will tell a guard. if this happens, you will be attacked by guards everywhere no matter what form you are in. Gaurds will always attack you Were form however.

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Chantel Hopkin
 
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Post » Wed Jan 27, 2010 1:46 am

Clothes ... I liked it in morrowind, being able to wear clothes under your armour (shirts, pants, skirts :) ) or over armour - like robes ... scarfs.. and it has a lot of sence too.. just imagine putting on cold metal on your naked body .. brrr and you could enchant them.. rare and more expensive clothes had more power .. - just return what was made in morrowind :) it was really cool

in oblivion there were shops for clothes.. but no buyers ... why to buy if you cant use them?

There are scissors in these games, but you cant use them ... like other stuff.. you could create a skill (i dont think it would be very useful, but definetly more fun)

Magic rings ... i am sure i could put on more than two rings on my hands ... there could be more of them .. could be cheap magic rings - like +1to strenght.. and some really coll stuff later


And the enchantment system in morrowind was much more fun...
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Mark Hepworth
 
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Post » Tue Jan 26, 2010 9:46 pm

I am not sure if it has been suggested before but I would very much like to see some spell combos in the game.
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Roddy
 
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Post » Tue Jan 26, 2010 2:30 pm

I would like a couple of things added as rare finds in hard to reach places, such as, and I'm being mostly serious here, a mirror shield and a mirror helm, the mirror helm actually puts up 2 bars, one on each side of the screen, which show you what's directly behind you, and the mirror shield does the same when you hold it up, but also reflects light in a realistic fashion around the world, you can also put the shield somewhere in your house and use it as a mirror.

Stephen.
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Sian Ennis
 
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Post » Wed Jan 27, 2010 2:19 am

I have many ideas but ill keep it down to the major ones. First as iv been reading(and i agree) you should be able to wear more then 2 rings just make the enchantments weaker. Second is to bring back a lot of content from Morrowind. Morrowind had more items, armor, skill variation, and much more then Oblivion had. But i can see how with no voice overs while talking to people in Morrowind would save space for more objects but Oblivion lacked the variety of items. Third is to have more then 4 people work on the scripts like in Oblivion you can get sick of the same voices on multiple characters. ill post more when i can thanks for licensing.
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Laura Tempel
 
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Post » Tue Jan 26, 2010 9:20 pm

Random thought regarding multiple rings and general enchantment "capacity." If Enchantment returned as a skill, what if it doubled as something of an equipment stat? Like, using strength or armor/weapon skills to reduce the penalties of high-grade equipment. Say you can use two magic rings, no penalty. If you wear a third, its stats (or perhaps spread across all equipped rings) are reduced by, I dunno, 50%. The same could apply to other body slots. You can wear an enchanted briastplate just fine, but incur penalties wearing the briastplate plus a magic shirt. Higher Enchantment skill will remove or reduce penalties. The average magic-incompetent warrior could still wear the basic level of this stuff, 1 magic item per slot or whatever, so they wouldn't have to be obligated to raise Enchantment just to wear those nice Daedric artifacts. An "arcane warrior" type could benefit from some skill in that school of magic, while a mage could choose to focus on Enchantment and, as a master, fry his enemies with his ten magical rings.
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Leilene Nessel
 
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Post » Tue Jan 26, 2010 9:55 pm

Nevermind.
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Sun of Sammy
 
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Post » Wed Jan 27, 2010 1:26 am

Has anyone seen Brink's style of free-running in their http://www.youtube.com/watch?v=nei6W6Y4EgI system? I was thinking that perhaps, scaled with Agility, Acrobatics (ESPECIALLY Acrobatics) and your character's current encumbrance, it'd be a good way to incorporate climbing and general acrobatic action in an Elder Scrolls game.

A warrior in heavy armor with a claymore would only be able to plod around much like a character can in Morrowind or Oblivion (More like Morrowind where jumping and walking is slowed down by encumbrance), but a thief in light leather armor or such and a high Acrobatics skill would be able to vault over, climb onto, and slide under various obstacles. I'd think Acrobatics would be the judge of what sort of climbing and sliding your character is capable of in the first place; Agility would be a measure of how quickly they can do it, and encumbrance would put a damper on both what's possible and how quickly it's done. So a thief with only a few stolen trinkets in their pocket would be able to flee very quickly and use all sorts of unconventional routes for escape, but one loaded down with, say, the entire contents of a nobleman's house somehow stuffed in their pack, with maxed encumbrance, wouldn't be any better off than the aforementioned warrior, if not worse. It'd add a variety of interesting gameplay opportunities and, as I said, there's plenty of precedent in it in the previous games (Daggerfall's climbing; Morrowind's handling of encumbrance, etc.)

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Jeneene Hunte
 
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Post » Tue Jan 26, 2010 9:00 pm

A couple of things I was mulling over today.

Firstly, it would be cool if events or something could happen through out the week, months, years, you spend in the game. Seasons, festivals, birthdays, historical events mayhaps?

I'm reaching one year in Oblivion and I wish I had things to look forward too as time passes.

Secondly, and this is a minor role playing quibble, I would like the option to cross dress. Say i'm playing a male character (and assuming I can alter his physique if they add the option) and I happen to think he's pretty enough to pull off the look (it's a trap!) so I wear dresses or what not. Or i'm playing a female knight and I prefer her to wear mens armor instead of the "bikini armor".

It would give you so many more options for the look of your character.
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alyssa ALYSSA
 
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Post » Tue Jan 26, 2010 10:39 pm

Heres a suggestion, thought im sure everything has already been said.

Make more options for evil characters, give quests different ways to be completed i mean instead of having a separate questline for evil people :)

^^ events would be neat indeed, make the world feel more real, having seasons, festivals on dates ect.
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lisa nuttall
 
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Post » Tue Jan 26, 2010 7:27 pm

That truck driver might as well include intelligence in the chance to hit, as well as strength and agility.

At some point simpler is better. The weapon skill would be better, instead of another attribute. Reaction time between the player attacking and the character following through would decrease with a higher skill. Maybe swing speed itself could be controlled by weapon skill.

Edit: I think this point still stands, but I just caught the rest of your conversation.
As a baseline I would have to agree that OB combat is the better between the MW and OB. I do really like your hybrid system though, ThatOneGuy. I did not read through the whole post but I like the concept.

Eh, I'll admit that strength is a bit of an outlier and weapon skill is a much better substitute for simulating weapon speed and defender reaction. But I'm awfully partial to defender's and attacker's agility, weapon skill, fatigue, and luck as contributing factors to the algorithm. After all, I find fatigue much more sensible than Attack/Sanctuary in Morrowind's formula:

Chance to hit = Attacker's weapon skill * 1.25 + Attacker's Attack (e.g. Warrior = 10) - Defender's Sanctuary (e.g. Thief = 10) + (Attacker's Agility - Defender's Agility) * 0.25 + (Attacker's Luck - Defender's Luck) * 0.125

One thing to consider would be that if the enemy had no way to escape then even a 'failed' attack would hit. This way cornering an enemy would be a good tactic. And if a dremora was faced with avoiding a sword swing or jumping into a pit of lava, it would take the hit.

Hmm; in my original scheme of things, I had stipulated taking a percentage off of the damage dealt if the player managed to manipulate the system and hit the NPC even if they rolled a dodge-roll. A precautionary measure to prevent player skills overtly overriding the character skills (like the lockpick minigame in Obliivon, and how lots of people could pick master-level locks with a skill of 5). But I have to admit, the tactical elements you point out would add significantly to combat. I like the sound of it.

Maybe if the NPC rolls a dodge-roll but decides they can't execute it (i.e. backed up against obstacles or cornered), then the dodge roll would be canceled and the attack would be successful.

Also give this http://www.gamesas.com/index.php?/topic/1077635-morrowind-weapons-armor-and-enchantment-guide/ a readthrough and see if it can apply to your concept of weapon damage.

Ooooh, I like. I like alot! I think that, were my advocated system of chance-to-hit to be combined with your advocated system of damage, we would have kickass combat.

Now you're over thinking it, making it TOO realistic.
By those standards, no one would EVER be able to wage combat against anything, if you were a warrior class, because you'd die from your opponent intercepting all of your attacks and you'd never land a blow at beginning levels.

Eh? I don't know where you're getting that impression. Since these input variables are not yet bound in an algorithm, and since the algorithm is what determines the ultimate balance of those input variables, the actual odds of hitting haven't been established at all.
I can have 100 agility, 100 weapon skill, 100% fatigue and 100 luck and hit 99.9% of the time. Or I can have 100 agility, 100 weapon skill, 100% fatigue, and 100 luck and hit 1% of the time. It entirely depends upon how they're used in the algorithm.
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Motionsharp
 
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Post » Wed Jan 27, 2010 1:26 am

Yeah, I'm pretty sure I don't care what Beth does..they make great games, and I haven't come across one that I didn't like(talking about the ElderScrolls&Fallout).
The only thing that would sway me from buying ES:V is this whole "Love" crap going on in games today..to be married, have kids, homosixual relations, hokers..ect. All this crap shouldn't be in the game. And if it just so happens to make it in the game..for the love of God! Let it be nothing but a black screen(like Fable1)..and even then, forget "noises". Don't take Biowares route..its pointless. And its rather disgusting at times.

Focus on other elements of the game!

Like mounted combat? It would be far better than to have butt-six..or six in general!


Cheers!
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Miguel
 
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Post » Wed Jan 27, 2010 5:44 am

Yeah, I'm pretty sure I don't care what Beth does..they make great games, and I haven't come across one that I didn't like(talking about the ElderScrolls&Fallout).
The only thing that would sway me from buying ES:V is this whole "Love" crap going on in games today..to be married, have kids, homosixual relations, hokers..ect. All this crap shouldn't be in the game. And if it just so happens to make it in the game..for the love of God! Let it be nothing but a black screen(like Fable1)..and even then, forget "noises". Don't take Biowares route..its pointless. And its rather disgusting at times.

Focus on other elements of the game!

Like mounted combat? It would be far better than to have butt-six..or six in general!


Cheers!


Butt six is teh tizzers though.........

I love love!
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Michelle Smith
 
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Post » Wed Jan 27, 2010 5:40 am

I'd like to see proper guild rivalries. I'd like to see guild questlines destroy eachother, making it impossible to reach the highst rank in both. For example, if you join the Imperial Legion, a bunch of quests could center around destroying the Thieves Guild, stopping you from joining it.

And I'd like it if the thieves guild would let you infiltrate one guild. You could choose between rival guilds to get power in them, and make choices in the Thieves Guild's favour, e.g., joining the fighter's guild, and getting fighters to clear out a cave where the Thieves Guild keeps it's loot that has been infested with something, or getting power in the Imperial Legion, and keeping guards away from dens. this would only be doable for one guild, of course.

I'd like to see corruption in the Imperial Legion too. I'd like it if my characters could be let off of small bounties when they're a part of the legion, but get kicked out if they do this too much, too often. Also, when I go to jail, I should get kicked out of the Imperial Legion, and have to make ammends somehow.

Multiple of the same typs of guilds would be awesome too, the rivalries would be more, since they're taking eachother's business. for example, the Thieves Guild and Commana Tong, Fighter's Guild and Blackwood Company, Dark Brotherhood and Morag Tong. (Change what needs changing, due to game location, of course)

Also, I want to have multiple similar levelled items, like chitin, fur and netch in Morrowind. More variety is good.
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Josephine Gowing
 
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Post » Wed Jan 27, 2010 7:02 am

Yeah, I'm pretty sure I don't care what Beth does..they make great games, and I haven't come across one that I didn't like(talking about the ElderScrolls&Fallout).
The only thing that would sway me from buying ES:V is this whole "Love" crap going on in games today..to be married, have kids, homosixual relations, hokers..ect. All this crap shouldn't be in the game. And if it just so happens to make it in the game..for the love of God! Let it be nothing but a black screen(like Fable1)..and even then, forget "noises". Don't take Biowares route..its pointless. And its rather disgusting at times.

Focus on other elements of the game!

Like mounted combat? It would be far better than to have butt-six..or six in general!


Cheers!

Could not agree more with the love in games. I have yet to play a game that I have enjoyed the romance in a game. I play these games to get away from that crap not get more of it lol. Im not saying it cannot be done as it is possible for it to be done, and maybe it has not been done correctly yet. But, if Beth did attempt this I would be very weary at first.
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clelia vega
 
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